Example #1
0
    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;
        }
    }
Example #2
0
    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;
        }
    }