using UnityEngine;
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public class HurtDown_800 : SMB_Base
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{
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//public AttackHandler.AttackInfo attackInfo;
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protected override void OnEnter(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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base.OnEnter(owner, animator, stateInfo, layerIndex);
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// Debug.Log("-------------------- 进入hurt");
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if (owner.State == E_ActorState.AutoRun)
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{
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owner.StopPathFind();
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}
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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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}
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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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// Debug.LogFormat("状态退出 => 对象坐标: {0}, 终点应该为: {1}", owner.Position, m_EndPosition);
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//owner.Position = m_EndPosition;
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//owner.SyncPositionToGroundHeight();
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if (!owner.ActorInfo.serverDie)
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{
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owner.Idle();
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// owner.actorProperty.SetCacheHp();
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}
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//AttackHandler.Release(attackInfo);
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}
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}
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