87 lines
2.1 KiB
C#
87 lines
2.1 KiB
C#
// using System;
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// using UnityEngine;
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//
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// namespace NBF
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// {
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// // [Serializable]
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// // public enum PlayerState
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// // {
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// // idle = 0,
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// // move = 1,
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// // prepare = 2,
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// // casting = 3,
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// // fishing = 4,
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// // baitFlies = 5,
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// // fight = 6,
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// // fishView = 7,
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// // collectFish = 8,
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// // throwFish = 9,
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// // vehicle = 10,
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// // swiming = 11,
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// // flyModeDebug = 12,
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// // vehicleFishing = 13,
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// // preciseCastIdle = 14,
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// // preciseCastThrow = 15
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// // }
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//
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//
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// public class FPlayerData : MonoService<FPlayerData>
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// {
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// private PlayerState _previousPlayerState = PlayerState.Idle;
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// private PlayerState _playerState;
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//
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// public bool ChangeItem;
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// public bool Run;
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// public bool IsGrounded;
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// public float Speed;
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// public float RotationSpeed;
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// public float ReelSpeed;
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// public float LineTension;
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//
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// /// <summary>
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// /// 是否路亚竿
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// /// </summary>
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// public bool IsLureRod;
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//
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// public Vector2 MoveInput;
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//
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// /// <summary>
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// ///
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// /// </summary>
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// public float EyeAngle;
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//
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//
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// public PlayerState PreviousState => _previousPlayerState;
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//
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// public PlayerState State
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// {
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// get => _playerState;
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// set
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// {
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// _previousPlayerState = _playerState;
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// _playerState = value;
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// NextState = value;
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// OnStateChange?.Invoke(_playerState);
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// }
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// }
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//
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// [SerializeField] private PlayerState NextState;
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//
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// public event Action<PlayerState> OnStateChange;
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//
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//
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// private void Start()
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// {
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// NextState = State;
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// }
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//
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// private void Update()
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// {
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// if (NextState != State)
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// {
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// State = NextState;
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// }
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// }
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// }
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// } |