using System; using GameWorld; using UnityEngine; public class FaustHurt : EnemyBaseHurt { protected override void Init() { this.defaultAnimName = "NoStiff"; this.defaultAirAnimName = "NoStiff"; this.hurtData = SingletonMono.Instance.hurt[EnemyType.黄衣老者]; } protected override void SpAttack() { } protected override void HpMinus(int num) { base.HpMinus(1); } public override void EnemyDie() { if (this.deadFlag) { return; } base.EnemyDie(); this.SetHitSpeed(Vector2.zero); this.action.AnimChangeState(FaustAction.StateEnum.Die, 1f); } public override void NormalHurt(EnemyHurtAtkEventArgs.PlayerNormalAtkData atkData, int atkId, HurtCheck.BodyType body, Vector2 hurtPos) { base.NormalHurt(atkData, atkId, body, hurtPos); this.action.AnimChangeState(FaustAction.StateEnum.DisAppear, 1f); } }