private static void OnAnimatorEvent(object p_battleAttack, AnimationEvent_Type p_event) { Anim_BattleAttack_Distance l_attack = (Anim_BattleAttack_Distance)p_battleAttack; switch (p_event) { case AnimationEvent_Type.CharacterArmature_Attack_Distance_MoveForward_END: { l_attack.State = Anim_BattleAttack_Distance_State.Slashing; l_attack.AnimatedTransform.AnimatorDispatcher.Animator.Play(AnimatorStateConstants.Attack_Distance_Slash); } break; case AnimationEvent_Type.CharacterArmature_Attack_Distance_Slash_END: { l_attack.State = Anim_BattleAttack_Distance_State.End; l_attack.AnimatedTransform.AnimatorDispatcher.Animator.Play(AnimatorStateConstants.Attack_Close_Idle); } break; } }
private static void OnAnimatorEvent(object p_battleAttack, AnimationEvent_Type p_event) { Anim_BattleAttack_Default l_attack = (Anim_BattleAttack_Default)p_battleAttack; switch (p_event) { case AnimationEvent_Type.CharacterArmature_Attack_Begin_END: { if (l_attack.State == Anim_BattleAttack_Default_State.Preparing) { l_attack.AnimatedTransform.AnimatorDispatcher.Animator.Play(AnimatorStateConstants.Attack_Close_MoveForward); l_attack.State = Anim_BattleAttack_Default_State.MovingForward; } } break; case AnimationEvent_Type.CharacterArmature_Attack_End_END: { l_attack.IsSlashAnimationOver = true; } break; } }