public TrapSlot(byte data) { if (data == 0) { return; } Level = (TrapLevel)data.GetLeftNiblet(); Type = (TrapType)data.GetRightNiblet(); }
//*************State public void SendTrapState(TrapLevel level) { SendData data = new SendData(); data.fd = GameGlobalData.fd; data.cmd = SendDataType.State; SendStateData stateData = new SendStateData(); stateData.state = (char)PlayerState.Trap; stateData.trapData = new SendStateData.SendTrapData(); stateData.trapData.trapLevel = (char)level; data.state = stateData; logicSwap.ForceSend(data); }
void setTrapState(Animator animator, TrapLevel level) { switch (level) { case TrapLevel.Trap1: animator.Play("Trap"); break; case TrapLevel.Trap2: animator.Play("Trap2"); break; case TrapLevel.Trap3: animator.Play("Trap3"); break; } }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ //} void setChildState(Animator animator, PlayerState state) { switch (state) { case PlayerState.Trap: TrapLevel level = (TrapLevel)animator.GetInteger(PlayerAnimationStateTransform.TrapString); setTrapState(animator, level); break; case PlayerState.Save: animator.Play("Save"); break; case PlayerState.Death: animator.Play("Death"); break; } }