一些检测仍在等待运行
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- 移除 ConfigManager 配置管理器类 - 移除 GameManager 全局单例管理器类 - 移除 NetworkManager 网络连接管理器类 - 移除 CharacterData 和 ItemData 数据模型类 - 移除 BagScene、BattleScene、LobbyScene 等场景脚本 - 移除 EncounterBubble 和 EventFeedPanel UI组件脚本 - 更新代理邀请文档中的服务器连接方式 - 更新同步状态表格中的代理任务分配信息 - 添加 MiMo 任务完成总结和审查修复记录
51 行
1.8 KiB
Plaintext
51 行
1.8 KiB
Plaintext
import { _decorator, Component, Node, animation } from "cc";
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const { ccclass, property } = _decorator;
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@ccclass("<%UnderscoreCaseClassName%>")
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export class <%UnderscoreCaseClassName%> extends animation.StateMachineComponent {
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/**
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* Called right after a motion state is entered.
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* @param controller The animation controller it within.
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* @param motionStateStatus The status of the motion.
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*/
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public onMotionStateEnter (controller: animation.AnimationController, motionStateStatus: Readonly<animation.MotionStateStatus>): void {
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// Can be overrode
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}
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/**
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* Called when a motion state is about to exit.
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* @param controller The animation controller it within.
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* @param motionStateStatus The status of the motion.
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*/
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public onMotionStateExit (controller: animation.AnimationController, motionStateStatus: Readonly<animation.MotionStateStatus>): void {
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// Can be overrode
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}
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/**
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* Called when a motion state updated except for the first and last frame.
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* @param controller The animation controller it within.
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* @param motionStateStatus The status of the motion.
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*/
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public onMotionStateUpdate (controller: animation.AnimationController, motionStateStatus: Readonly<animation.MotionStateStatus>): void {
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// Can be overrode
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}
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/**
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* Called right after a state machine is entered.
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* @param controller The animation controller it within.
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*/
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public onStateMachineEnter (controller: animation.AnimationController) {
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// Can be overrode
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}
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/**
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* Called right after a state machine is entered.
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* @param controller The animation controller it within.
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*/
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public onStateMachineExit (controller: animation.AnimationController) {
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// Can be overrode
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}
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}
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