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