public void PlayAnim(AnimList animName) { if (animNowSelect == animName) { return; } foreach (AnimList item in (AnimList[])Enum.GetValues(typeof(AnimList))) { anim.SetBool(item.ToString(), item == animName); } animNowSelect = animName; }
public bool GetAni(string aniName, ref Animation anim) { AnimList animList; if (!AnimMap.TryGetValue(aniName, out animList)) { animList = new AnimList(); bool ret = Utils.LoadAnim(anipath, ref animList); if (!ret) { return(false); } AnimMap.Add(aniName, animList); } foreach (auto var in animList) { AnimationClip clip = var.key; string ani_name = var.value; anim.AddClip(clip, ani_name) } return(true); }
private void TriggerAnim(AnimList state) { switch (state) { case AnimList.Idle: WalkFx.Stop(); anim.SetBool("Walk", false); anim.SetBool("Run", false); break; case AnimList.Walk: WalkFx.Play(); anim.SetBool("Walk", true); break; case AnimList.Atk: Fx1.PlayOneShot(attack); anim.SetTrigger("Attack"); break; case AnimList.LookAround: anim.SetTrigger("Look"); break; case AnimList.Angry: Fx1.PlayOneShot(angry); anim.SetTrigger("Angry"); break; case AnimList.Run: anim.SetBool("Run", true); break; default: break; } }
public static SpriteAnim SetMageAnim(uint ownerID, AnimList anim) { SpriteAnim spriteAnim = new SpriteAnim() { EntityID = ownerID, AnimArray = new List<Sprite>(), FPS = 10, AnimIndex = 0, TimeLeft = 0, FrameIncrement = 1, AnimType = SpriteType.Loop }; switch (anim) { case AnimList.Left: { spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Left2)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Left1)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Left2)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Left3)); spriteAnim.AnimID = AnimList.Left; break; } case AnimList.Right: { spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Right2)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Right1)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Right2)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID, CharPosition.Right3)); spriteAnim.AnimID = AnimList.Right; break; } case AnimList.Up: { spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Up2)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Up1)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Up2)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID, CharPosition.Up3)); spriteAnim.AnimID = AnimList.Up; break; } case AnimList.Down: { spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Down2)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Down1)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID,CharPosition.Down2)); spriteAnim.AnimArray.Add(SetMageSprite(ownerID, CharPosition.Down3)); spriteAnim.AnimID = AnimList.Down; break; } case AnimList.IdleUp: { spriteAnim.FrameIncrement = 0; spriteAnim.AnimArray.Add(SetMageSprite(ownerID, CharPosition.IdleUp)); spriteAnim.AnimID = AnimList.IdleUp; break; } case AnimList.IdleDown: { spriteAnim.FrameIncrement = 0; spriteAnim.AnimArray.Add(SetMageSprite(ownerID, CharPosition.IdleDown)); spriteAnim.AnimID = AnimList.IdleDown; break; } case AnimList.IdleLeft: { spriteAnim.FrameIncrement = 0; spriteAnim.AnimArray.Add(SetMageSprite(ownerID, CharPosition.IdleLeft)); spriteAnim.AnimID = AnimList.IdleLeft; break; } case AnimList.IdleRight: { spriteAnim.FrameIncrement = 0; spriteAnim.AnimArray.Add(SetMageSprite(ownerID, CharPosition.IdleRight)); spriteAnim.AnimID = AnimList.IdleRight; break; } default: { throw new UnityException("PlayerAnimList is null or does not exist"); } } return spriteAnim; }