private void UpdateAnimator(k_STATES state, bool status) { switch (state) { case k_STATES.Falling: case k_STATES.Jumping: case k_STATES.DoubleJumping: case k_STATES.Hurt: break; case k_STATES.Shooting: case k_STATES.Shooting_2: case k_STATES.Shooting_3: if (status) { m_Animator.SetTrigger("Shoot"); } break; case k_STATES.Dead: if (status) { m_Animator.SetTrigger("Die"); } break; default: m_Animator.SetBool(state.ToString(), status); break; } }
public void ChangeTo(k_STATES newState) { if (newState == m_CurrentState || m_CurrentState >= k_STATES.Dead) { return; } UpdateAnimator(m_CurrentState, false); EnterState(newState); }
private void EnterState(k_STATES newState) { m_CurrentState = newState; UpdateAnimator(newState, true); }