示例#1
0
        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");
            }
        }
示例#2
0
        public override void OnLeave(MyFrameWork.IState nextState, object param1, object param2)
        {
//			if(_hasEnter)
//			{
//				_hasEnter = false;
//				FightMgr.Instance.EffectCount--;
//			}
        }