public void SetAnimation(AniSwitch parameter) { if (this.gameObject.activeInHierarchy && _animStateMachines != null && _animator != null) { StartCoroutine(SetAnimationThread(parameter)); } }
public override void Enter(AniSwitch parameter) { _fireActivity = 0; _weaponActivity = 0; _switchActivity = 0; _animator.SetInteger("state", 80 + parameter._parameter); }
IEnumerator SetAnimationThread(AniSwitch parameter) { _timeCountForNewAni = 0; _isWaitingForPlay = true; while (_animator.IsInTransition(0)) { yield return(null); } _isWaitingForPlay = false; _animStateMachines[(int)parameter._type].Enter(parameter); _currentAnimStateMachine = parameter._type; _resetStateCounter = FCConst.MAX_BLEND_FRAMECOUNT; _preAniPlayTime = 0; _preAniOverCount = 0; //_showAnimationIdx = false; }
public virtual void Enter(AniSwitch parameter) { }
public override void Enter(AniSwitch parameter) { _animator.SetInteger("state", 10 + parameter._parameter); }