IEnumerator ChangeAnimIEnumerator(CheerState state) { switch (state) { case CheerState.Score: case CheerState.AntiScore: ChangeAnim(state); yield return(new WaitForSeconds(2.5f)); ChangeAnim(CheerState.Normal); break; case CheerState.Normal: case CheerState.Win: case CheerState.Lose: ChangeAnim(state); break; default: break; } yield return(null); }
void ChangeAnim(CheerState state) { int stateOfMotion = Random.Range(0, 3); foreach (var mechanimController in SQuerySDMecanimControllers) { switch (state) { case CheerState.Normal: mechanimController.ChangeAnimation(QuerySDMecanimController.QueryChanSDAnimationType.NORMAL_IDLE); break; case CheerState.Score: mechanimController. ChangeAnimation( // if stateOfMotion == 1 ? // then QuerySDMecanimController. QueryChanSDAnimationType.NORMAL_ITEMGET : // else QuerySDMecanimController. QueryChanSDAnimationType.OSAKA_CLAP); break; case CheerState.AntiScore: mechanimController.ChangeAnimation(QuerySDMecanimController.QueryChanSDAnimationType.NORMAL_DAMAGE); break; case CheerState.Lose: mechanimController.ChangeAnimation(QuerySDMecanimController.QueryChanSDAnimationType.NORMAL_LOSE); break; case CheerState.Win: mechanimController.ChangeAnimation(QuerySDMecanimController.QueryChanSDAnimationType.NORMAL_WIN); break; default: break; } } }
void ChangeAnimation(CheerState state) { I.StartCoroutine(I.ChangeAnimIEnumerator(state)); }