public override void OnEnter(MyFrameWork.StateMachine fsm, MyFrameWork.IState prevState, object param1, object param2) { // FightMgr.Instance.EffectCount++; SkillData skillData = (SkillData)param1; // Debug.Log("<color=orange>My enter attack:</color>" + skillData.SkillType + ",count = " + FightMgr.Instance.EffectCount); _skillData.Enqueue(skillData); // FightMgr.Instance.CurrentMyBoss.EAttackStatus = PlayerBase.E_AttackStatus.Begin; if (skillData.IsLastAttack) { Time.timeScale = 0.2f; } if (skillData.SkillType == SkillTable.SkillType.GongZhuNormal || skillData.SkillType == SkillTable.SkillType.GongZhuRandomNormal) { // Debug.Log("my attack"); _player.Play("attack"); } else { // Debug.Log("my skillAttack"); // Debug.Break(); _player.Play("skillAttack"); } }
public override void OnLeave(MyFrameWork.IState nextState, object param1, object param2) { // if(_hasEnter) // { // _hasEnter = false; // FightMgr.Instance.EffectCount--; // } }