Files
BH3/Assets/Scripts/Assembly-CSharp/MoleMole/TriggerAnim.cs
2025-08-13 09:26:42 +08:00

59 lines
1.1 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
namespace MoleMole
{
public class TriggerAnim : Action
{
public enum EntityType
{
Avatar = 0,
Monster = 1,
None = 2
}
public string triggerName = string.Empty;
public bool completely;
public bool onlyTriggerInSkill;
public string skillName = string.Empty;
public EntityType entityType = EntityType.None;
private BaseMonoAnimatorEntity _entity;
public override void OnAwake()
{
_entity = GetComponent<BaseMonoAnimatorEntity>();
}
public override TaskStatus OnUpdate()
{
if (onlyTriggerInSkill)
{
if (entityType == EntityType.Avatar && GetComponent<BaseMonoAvatar>().CurrentSkillID != skillName)
{
return TaskStatus.Failure;
}
if (entityType == EntityType.Monster && GetComponent<BaseMonoMonster>().CurrentSkillID != skillName)
{
return TaskStatus.Failure;
}
}
if (_entity.IsActive())
{
if (!completely)
{
_entity.SetTrigger(triggerName + "Trigger");
}
else
{
_entity.SetTrigger(triggerName);
}
}
return TaskStatus.Success;
}
}
}