// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using System.Collections.Generic; using UnityEngine; namespace G { /// /// /// public class Stat_ReviveAction : Stat_BaseAction { private bool end; public Stat_ReviveAction(Stat_StateManager statMgr) : base(statMgr) { } public override bool Enter(Dictionary param, bool clearDelegates = false) { base.Enter(param, clearDelegates); m_char.StopAnimation(); Vector3 curPos = (Vector3)param["pos"]; m_char.position = (curPos); string aniName = (string)param["aniName"]; //m_curAniLength = m_char.PlayAnimation(aniName); if (m_curAniLength == -1f) { return false; } m_statMgr.AddTimer(m_curAniLength, AnimationEnd_CB); m_char.SetColliderEnabled(true); end = false; return true; } public override bool CanTransition(enStat stat) { if (stat == enStat.STAT_ACTION_DEAD) { return true; } //if (MonoInstancePool.getInstance().curGuideModule == 0) //{ // return true; //} if (!end) { return false; } return true; } protected virtual bool AnimationEnd_CB(object[] param) { end = true; return SetCurActionState(enStat.STAT_ACTION_IDLE); } } }