public void SetWalkingSoundState(Control.CharacterState characterState) { switch (characterState) { case Control.CharacterState.Idle: walk.Stop(); run.Stop(); break; case Control.CharacterState.Walk: run.Stop(); if (!walk.isPlaying) { walk.Play(); } break; case Control.CharacterState.Run: walk.Stop(); if (!run.isPlaying) { run.Play(); } break; } }
public void SetState(Control.CharacterState characterState, Gun.GunState gunState) { if (gunState == Gun.GunState.Hide) { meshRenderer.enabled = false; gunAnimation.Play("Idle"); fireSound.Stop(); } else { meshRenderer.enabled = true; if (gunState == Gun.GunState.Idle) { switch (characterState) { case Control.CharacterState.Idle: if (!gunAnimation.IsPlaying("Idle")) { gunAnimation.Play("Idle"); } break; case Control.CharacterState.Walk: if (!gunAnimation.IsPlaying("Walk")) { gunAnimation.Play("Walk"); } break; case Control.CharacterState.Run: if (!gunAnimation.IsPlaying("Run")) { gunAnimation.Play("Run"); } break; } } else { switch (gunState) { case Gun.GunState.Fire: if (!gunAnimation.IsPlaying("Fire")) { gunAnimation.Play("Fire"); } break; case Gun.GunState.Reload: if (!gunAnimation.IsPlaying("Reload")) { gunAnimation.Play("Reload"); } break; } } } }