local Base = require "Battle/Logic/Entity/State/State_Node" local State_Common = class("State_Common",Base) --[[ 进入该State --]] function State_Common:StateIn(entity, skillID, animName, command) Base.StateIn(self, entity, skillID, animName, command) entity.components.anim:SetCurAnimID(animName,LuaConst.MoveMode.ByAnimation) end --[[ 退出该State --]] function State_Common:StateOut(entity, skillID, animName, command) end --无cmd输入时 function State_Common:StateUpdateNoCmd(entity) local stateType = LuaConst.StateType.None if entity.components.anim.IsCurAnimOver and entity.components.aiBase.CommonStateByBuff == nil then stateType = LuaConst.StateType.Idle end return stateType end return State_Common