using UnityEngine; public class Run_1 : RunBase { private bool m_SendOnce = false; private float m_CalculateRideTime; private float m_EscapeTime; protected override void OnEnter(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnEnter(owner, animator, stateInfo, layerIndex); m_CalculateRideTime = Time.time; m_SendOnce = false; } protected override void OnUpdate(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnUpdate(owner, animator, stateInfo, layerIndex); if (owner.ServerInstID == PlayerDatas.Instance.PlayerId) { if (m_SendOnce == false) { if (Time.time - m_CalculateRideTime > GeneralDefine.autoRideHorse) { DTC0428_tagPlayerRideHorse.Send_tagPlayerRideHorse(true); m_SendOnce = true; } } if ((Time.realtimeSinceStartup - m_EscapeTime) > .33f) { PlayerDatas.Instance.hero.PlayFootAudio(); m_EscapeTime = Time.realtimeSinceStartup; } } } protected override void OnExit(GActor owner, Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnExit(owner, animator, stateInfo, layerIndex); } }