public override void SetAnimStates(WeaponAnimStates t_animStates) { base.SetAnimStates(t_animStates); //Debug.Log(t_animStates); switch (t_animStates) { case WeaponAnimStates.idle: m_shotingFire.gameObject.SetActive(false); animation.Play("Idle", AnimationPlayMode.Stop); break; case WeaponAnimStates.walk: m_shotingFire.gameObject.SetActive(false); animation.Play("Walk", AnimationPlayMode.Stop); break; case WeaponAnimStates.run: m_shotingFire.gameObject.SetActive(false); animation.Play("Run", AnimationPlayMode.Stop); break; case WeaponAnimStates.shot: m_shotingFire.gameObject.SetActive(true); animation.Play("Fire", AnimationPlayMode.Stop); break; default: break; } }
public virtual void SetAnimStates(WeaponAnimStates t_animStates) { currentAnimState = t_animStates; }