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LogicState_Damaged.cs
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99 lines (84 loc) · 2.8 KB
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using UnityEngine;
namespace LogicState
{
/// <summary>
/// 受伤状态 (用于播放受伤特效)
/// </summary>
public class LogicState_Damaged:LogicState
{
public LogicState_Damaged(ELogicState stateEnum):base(stateEnum){}
public LogicState_Damaged(ELogicState stateEnum, LogicStateManager parent) : base(stateEnum, parent){}
private GameObject m_LeftWeapon, m_RightWeapon;
private SpriteRenderer m_SpriteRenderer;
private Color m_OriginColor;
private BaseProperties m_BaseProperties;
public override void Init()
{
m_BaseProperties = gameObject.GetComponent<BaseProperties>();
if (m_BaseProperties==null)
{
return;
}
m_LeftWeapon = m_BaseProperties.m_Properties.m_LeftWeaponGO;
m_RightWeapon = m_BaseProperties.m_Properties.m_RightWeaponGO;
}
public override void OnStateIn()
{
//Debug.Log(GetType()+"OnStateIn()");
if (GetOwner().IncludeState(LogicStateEnum))
{
return;
}
if (LogicStateEnum == ELogicState.CoreDamaged)
{
var baseProperties = gameObject.GetComponent<BaseProperties>();
if (baseProperties == null)
{
return;
}
m_SpriteRenderer = baseProperties.m_Properties.m_CoreSprite;
}
else if (LogicStateEnum == ELogicState.LeftHandDamaged&&m_LeftWeapon!=null)
{
m_SpriteRenderer = m_LeftWeapon.GetComponent<SpriteRenderer>();
}
else if (LogicStateEnum == ELogicState.RightHandDamaged&&m_RightWeapon!=null)
{
m_SpriteRenderer = m_RightWeapon.GetComponent<SpriteRenderer>();
}
else
{
return;
}
if (m_SpriteRenderer == null)
{
return;
}
m_OriginColor = m_SpriteRenderer.color;
}
public override void FixedUpdate()
{
if (m_OriginColor == null||m_SpriteRenderer==null)
{
return;
}
if (m_SpriteRenderer.color != m_OriginColor)
{
m_SpriteRenderer.color = m_OriginColor;
}
else
{
m_SpriteRenderer.color = Color.red;
}
}
public override void OnStateOut()
{
if (m_SpriteRenderer == null)
{
return;
}
m_SpriteRenderer.color = m_OriginColor;
//Debug.Log(GetType()+"OnStateOut()");
}
}
}