// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using System.Collections.Generic; namespace G { public class Stat_ShieldAction : Stat_BaseAction { private int m_shieldBuffID; //private SkillItem m_curSkillItem; public Stat_ShieldAction(Stat_StateManager statMgr) : base(statMgr) { } public override bool Enter(Dictionary param, bool clearDelegates = false) { base.Enter(param, clearDelegates); //string animName = m_char.GetAnimName("walk"); //if (m_char.PlayAnimationByName(animName, true) == -1f) //{ // return false; //} //if (param != null) //{ // int skillId = (int)param["skill_id"]; // m_curSkillItem = m_char.GetSkillBySkillId(skillId); // m_curSkillItem.OnSkill(); // m_shieldBuffID = (int)param["buff_id"]; // int skillLv = (int)param["skill_lvl"]; // m_char.AddBuffByID(m_shieldBuffID, null, null, skillLv, m_char); //} return true; } public override bool UpdateDelegate() { return true; } public override bool Exit() { //if (m_curSkillItem != null) //{ // m_curSkillItem.AddPriority(); //} //m_char.RemoveBuffByID(m_shieldBuffID); //m_char.PlayShieldEffectEnd(); return base.Exit(); } public override bool CanTransition(enStat stat) { if (stat == enStat.STAT_ACTION_DEAD) { return true; } bool result = true; if (stat == enStat.STAT_ACTION_HIT) { result = false; } return result; } } }