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- using System;
- using UnityEngine;
- public class TrinityAction : EnemyBaseAction
- {
- protected override void Start()
- {
- this.stateMachine.AddStates(typeof(TrinityAction.StateEnum));
- this.stateMachine.OnEnter += this.OnMyStateEnter;
- base.AnimChangeState(TrinityAction.StateEnum.Idle, 1f);
- }
- private void OnMyStateEnter(object sender, StateMachine.StateEventArgs args)
- {
- string state = args.state;
- if (state != null)
- {
- if (!(state == "Idle"))
- {
- if (state == "ExecuteDie")
- {
- this.spineAnim.Play(args.state, false, true, 1f);
- }
- }
- else
- {
- this.spineAnim.Play(args.state, true, false, 1f);
- }
- }
- }
- public override void AnimMove()
- {
- }
- public override void AnimReady()
- {
- base.AnimChangeState(TrinityAction.StateEnum.Idle, 1f);
- }
- public override bool IsInAttackState()
- {
- return false;
- }
- public override bool IsInDeadState(string state)
- {
- return state == "ExecuteDie";
- }
- public override bool IsInWeakSta()
- {
- return false;
- }
- protected override bool EnterAtkSta(string lastState, string nextState)
- {
- return false;
- }
- protected override bool ExitAtkSta(string lastState, string nextState)
- {
- return false;
- }
- public override bool IsInNormalState()
- {
- return this.stateMachine.currentState == "Idle" && base.IsInNormalState();
- }
- public void DestroySelf()
- {
- base.Invoke("RealDestroy", 2f);
- base.gameObject.SetActive(false);
- }
- private void RealDestroy()
- {
- UnityEngine.Object.Destroy(base.gameObject);
- }
- public void PlaySound(int id)
- {
- R.Audio.PlayEffect(id, new Vector3?(base.transform.position));
- }
- public enum StateEnum
- {
- Idle,
- Execute,
- ExecuteDie
- }
- }
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