/// <summary> /// /// </summary> /// <param name="state"></param> public void AttackState(GlobalEnums.AttackStates state) { Debug.Log($"State received {state} at {this}"); switch (state) { case GlobalEnums.AttackStates.Warm: PreAttack(); break; case GlobalEnums.AttackStates.Hit: Attack(); break; case GlobalEnums.AttackStates.Hold: Hold(); break; case GlobalEnums.AttackStates.Cold: EndAttack(); break; case GlobalEnums.AttackStates.End: EndAttack(); break; default: // IAttack.AttackStates.None None(); break; } }
public void OnAnimationAttack(AnimationAttackEvent value) { // Debug.Log($"{this} OnAnimationAttack"); GlobalEnums.AttackStates state = value.GetAttackState; AttackState(state); }
/// <summary> /// /// </summary> /// <param name="state"></param> public void AttackState(GlobalEnums.AttackStates state) { _currentAttackState = state; switch (state) { case GlobalEnums.AttackStates.End: _ignoreAttack = false; Debug.Log($"Attack end, ignore attack = {_ignoreAttack}"); break; } }
//protected void SetLayerWeight(int layer, float weight) //{ // GetAnimator.SetLayerWeight(layer, weight); //} /// <summary> /// Class should receive events from animations with string names and parce it /// </summary> /// <param name="attackStates"></param> public void Attack(AnimationAttackEvent value) { GlobalEnums.AttackStates state = value.GetAttackState; AttackState(state); }