using System; using UnityEngine; public class BeeHurt : EnemyBaseHurt { protected override void Init() { this.defaultAnimName = "Hit"; this.defaultAirAnimName = "Hit"; this.hurtData = SingletonMono.Instance.hurt[EnemyType.蜜蜂]; } protected override void ExecuteFollow() { this.action.AnimChangeState(BeeAction.StateEnum.WeakMod, 1f); base.ExecuteFollow(); } protected override void PlayHurtAudio() { base.PlayHurtAudio(); if (base.PlaySpHurtAudio()) { R.Audio.PlayEffect(401, new Vector3?(base.transform.position)); } } public override void EnemyDie() { if (this.deadFlag) { return; } base.EnemyDie(); base.NormalKill(); this.SetHitSpeed(Vector2.zero); this.action.AnimChangeState(BeeAction.StateEnum.Die, 1f); base.Invoke("DieTimeControl", 0.12f); } protected override void ExecuteDie() { base.ExecuteDie(); base.NormalKill(); this.SetHitSpeed(Vector2.zero); this.action.AnimChangeState(BeeAction.StateEnum.Die, 1f); base.Invoke("DieTimeControl", 0.12f); } }