public static void ChangeAnimation(AnimStasis stasis) { for (int i = 0; i < 2; i++) { ChangeAnimation(stasis, i); } }
public static void ChangeAnimation(AnimStasis stasis, float Scale) { for (int i = 0; i < 2; i++) { Anims[i].SetTimeScale(Scale); ChangeAnimation(stasis, i); } }
public static void ChangeAnimation(AnimStasis stasis, int index) { CharacterAnim ca = Anims[index]; switch (stasis) { case AnimStasis.HIT: ca.TempName = ca.hit; break; case AnimStasis.LATK: ca.TempName = ca.strongAtk; break; case AnimStasis.MATK: ca.TempName = ca.middleAtk; break; case AnimStasis.SATK: ca.TempName = ca.weakAtk; break; case AnimStasis.GUARD: ca.TempName = ca.guard; break; case AnimStasis.IDLE: ca.TempName = ca.idle; break; case AnimStasis.LAND: ca.TempName = ca.land; break; case AnimStasis.MANA: ca.TempName = ca.mana; break; case AnimStasis.RUSH: ca.TempName = ca.rush; break; case AnimStasis.SRUSH: ca.TempName = ca.slowRush; break; case AnimStasis.WIN: ca.TempName = ca.win; break; case AnimStasis.WINNING: ca.TempName = ca.winning; break; case AnimStasis.LOSE: ca.TempName = ca.lose; break; case AnimStasis.LOSING: ca.TempName = ca.losing; break; } }