using UnityEngine;
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public class STM_NormalAttack_13 : STM_NormalAttack
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{
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protected override void CacheSkillId(GActorPlayerBase _playerActor)
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{
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cacheSkillID = _playerActor.GetCommonSkillID(3);
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_playerActor.nextComAtkIndex = 0;
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}
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protected override void OnUpdate(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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base.OnUpdate(owner, animator, stateInfo, layerIndex);
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if (owner.NextAction != GAStaticDefine.Act_Roll)
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{
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owner.Idle();
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}
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}
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protected override void OnExit(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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base.OnExit(owner, animator, stateInfo, layerIndex);
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#if UNITY_EDITOR
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GActorPlayerBase _player = owner as GActorPlayerBase;
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if (_player != null
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&& _player.SkillMgr.Get(_player.GetCommonSkillID(3)).SkillCompelete == false)
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{
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Debug.LogFormat("技能 {0} 在OnExit的时候, 技能竟然没有被设置为结束", cacheSkillID);
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}
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#endif
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}
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protected override void HandleSkillCompelete(GActorPlayerBase owner)
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{
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base.HandleSkillCompelete(owner);
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if (owner != null)
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{
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Skill _skill = owner.SkillMgr.Get(owner.GetCommonSkillID(3));
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_skill.SkillCompelete = true;
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}
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}
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}
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