public string EnumToStringMyAction(EnumMyAction i) { switch (i) { case EnumMyAction.Axe: return("TriggerAxeWork"); case EnumMyAction.Hands: return("TriggerMove"); case EnumMyAction.Move: return("TriggerMove"); case EnumMyAction.Idle: return("TriggerIdle"); case EnumMyAction.BeDead: return("TriggerDead"); default: break; } throw (new Exception("")); return(""); }
public static void SendInfo(EnumMyAction tag) { switch (tag) { case EnumMyAction.GameBoardReady: MapLoader ml = new MapLoader(); ml.Setup(); ml.LoadLogicalLevel(); ml.LoadVisualLevel(); InitPlayers(); break; } }
private void MyActionChange(EnumMyAction Newaction) { if (m_MySoul == null) { return; } if (MyAction == MyActionPrevValue && !DirectionChanged) { return; } if (MyActionPrevValue != MyAction) { animator.ResetTrigger(EnumToStringMyAction(MyActionPrevValue)); // animator.SetTrigger(EnumToStringMyAction(Newaction)); } animator.SetTrigger(EnumToStringMyAction(MyAction)); animator.SetFloat("MyAction", (float)LookTo); }