public static void Update(BQE_Attack p_attackEvent, float d) { Anim_BattleAttack_Distance l_battleAttack = (Anim_BattleAttack_Distance)p_attackEvent.Context_UserObject; switch (l_battleAttack.State) { case Anim_BattleAttack_Distance_State.End: { if (p_attackEvent.Out_DamageSteps == null) { p_attackEvent.Out_DamageSteps = new List <BaseDamageStep>(); } p_attackEvent.Out_DamageSteps.Add(BaseDamageStep.build(p_attackEvent.Source, p_attackEvent.Target, p_attackEvent.Attack)); l_battleAttack.AnimatedTransform.transform.rotation = l_battleAttack.InitalAnimatedTransform_Rotation; p_attackEvent.HasEnded = true; } break; } }
private static void OnAnimatorEvent(object p_battleAttack, AnimationEvent_Type p_event) { Anim_BattleAttack_Distance l_attack = (Anim_BattleAttack_Distance)p_battleAttack; switch (p_event) { case AnimationEvent_Type.CharacterArmature_Attack_Distance_MoveForward_END: { l_attack.State = Anim_BattleAttack_Distance_State.Slashing; l_attack.AnimatedTransform.AnimatorDispatcher.Animator.Play(AnimatorStateConstants.Attack_Distance_Slash); } break; case AnimationEvent_Type.CharacterArmature_Attack_Distance_Slash_END: { l_attack.State = Anim_BattleAttack_Distance_State.End; l_attack.AnimatedTransform.AnimatorDispatcher.Animator.Play(AnimatorStateConstants.Attack_Close_Idle); } break; } }