Ejemplo n.º 1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        CAlberto tAlberto = animator.GetComponentInParent <CAlberto>();

        if (CAlberto.STATE.ATTACK == tAlberto.GetState())
        {
            tAlberto.SetState(CAlberto.STATE.IDLE);
        }
    }
Ejemplo n.º 2
0
    public void RestartGame()
    {
        mpAlberto.SetState(CAlberto.STATE.IDLE);
        mpAlberto.DoAni();

        for (int i = 0; i < mEnemyList.Count; i++)
        {
            mEnemyList[i].transform.position = new Vector3(2 + i * 0.5f, 0, 0);
        }
        CMyMgr.GetInst().mScore = 0;
        mpTextScore.text = CMyMgr.GetInst().mScore.ToString();
    }