public void DieAnimation(AnimationTurn type) { switch (type) { case AnimationTurn.PlayerTurn: playerAnimator.SetTrigger("Die"); break; case AnimationTurn.EnnemiTurn: ennemiAnimator.SetTrigger("Die"); break; default: break; } }
public void DefenseAnimation() { switch (animTurn) { case AnimationTurn.PlayerTurn: ActivateShieldPlayer(); Show_HideActionContainer(); animTurn = AnimationTurn.EnnemiTurn; break; case AnimationTurn.EnnemiTurn: ActivateShieldEnnemi(); Show_HideActionContainer(); animTurn = AnimationTurn.PlayerTurn; break; default: Debug.Log("Unhandled Value : " + animTurn); break; } }
public void AttackAnimation() { switch (animTurn) { case AnimationTurn.PlayerTurn: playerAnimator.SetTrigger("Attack"); ennemiAnimator.SetTrigger("GetDamage"); Show_HideActionContainer(); animTurn = AnimationTurn.EnnemiTurn; break; case AnimationTurn.EnnemiTurn: ennemiAnimator.SetTrigger("Attack"); playerAnimator.SetTrigger("GetDamage"); Show_HideActionContainer(); // le UI s'affiche avant le debut du tour du joueur animTurn = AnimationTurn.PlayerTurn; break; default: Debug.Log("Unhandled Value : " + animTurn); break; } }
public void RunAnimation() { playerAnimator.SetTrigger("Run"); Show_HideActionContainer(); animTurn = AnimationTurn.EnnemiTurn; }