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using UnityEngine;
using System.Collections;
public class MainPlayerStateHit : StateBase
{
public MainPlayerStateHit(PlayerBase player)
: base(player)
{
}
public override uint GetStateID()
{
return StateDef.hit;
}
public override void OnEnter(StateMachine machine, IState prevState, object param1, object param2)
{
mPlayer.Play("hurt");
}
public override void OnLeave(IState nextState, object param1, object param2)
{
}
public override void OnUpate()
{
}
public override void OnFixedUpdate()
{
}
public override void OnLeteUpdate()
{
}
public override void OnAnimationAttackOver(string clipName)
{
}
public override void OnAnimationEventEnd(string clipName)
{
mPlayer.SwitchState(StateDef.idle);
}
}