protected override void UpdateState(RuntimeMoveData data, RoninController cc, Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // change visual face float moveSpeed = data.ccData.velocity.x; if (moveSpeed > 0) { cc.SetDirection(Vector3.right); } else if (moveSpeed < 0) { cc.SetDirection(Vector3.left); } }
// 更新状态 protected override void UpdateState(RuntimeMoveData data, RoninController cc, Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (mIsPlaySpecial && stateInfo.normalizedTime >= 1) { SetAsNormalIdleAnim(animator, stateInfo.normalizedTime); } if (!mIsPlaySpecial && stateInfo.normalizedTime > mWaitTime) { TriggerSpecialAnim(animator, stateInfo, layerIndex); } // change visual face float moveSpeed = data.ccData.velocity.x; if (moveSpeed > 0) { cc.SetDirection(Vector3.right); } else if (moveSpeed < 0) { cc.SetDirection(Vector3.left); } }