TrinityAction.cs 1.7 KB

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  1. using System;
  2. using UnityEngine;
  3. public class TrinityAction : EnemyBaseAction
  4. {
  5. protected override void Start()
  6. {
  7. this.stateMachine.AddStates(typeof(TrinityAction.StateEnum));
  8. this.stateMachine.OnEnter += this.OnMyStateEnter;
  9. base.AnimChangeState(TrinityAction.StateEnum.Idle, 1f);
  10. }
  11. private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
  12. {
  13. string state = args.state;
  14. if (state != null)
  15. {
  16. if (!(state == "Idle"))
  17. {
  18. if (state == "ExecuteDie")
  19. {
  20. this.spineAnim.Play(args.state, false, true, 1f);
  21. }
  22. }
  23. else
  24. {
  25. this.spineAnim.Play(args.state, true, false, 1f);
  26. }
  27. }
  28. }
  29. public override void AnimMove()
  30. {
  31. }
  32. public override void AnimReady()
  33. {
  34. base.AnimChangeState(TrinityAction.StateEnum.Idle, 1f);
  35. }
  36. public override bool IsInAttackState()
  37. {
  38. return false;
  39. }
  40. public override bool IsInDeadState(string state)
  41. {
  42. return state == "ExecuteDie";
  43. }
  44. public override bool IsInWeakSta()
  45. {
  46. return false;
  47. }
  48. protected override bool EnterAtkSta(string lastState, string nextState)
  49. {
  50. return false;
  51. }
  52. protected override bool ExitAtkSta(string lastState, string nextState)
  53. {
  54. return false;
  55. }
  56. public override bool IsInNormalState()
  57. {
  58. return this.stateMachine.currentState == "Idle" && base.IsInNormalState();
  59. }
  60. public void DestroySelf()
  61. {
  62. base.Invoke("RealDestroy", 2f);
  63. base.gameObject.SetActive(false);
  64. }
  65. private void RealDestroy()
  66. {
  67. UnityEngine.Object.Destroy(base.gameObject);
  68. }
  69. public void PlaySound(int id)
  70. {
  71. R.Audio.PlayEffect(id, new Vector3?(base.transform.position));
  72. }
  73. public enum StateEnum
  74. {
  75. Idle,
  76. Execute,
  77. ExecuteDie
  78. }
  79. }