public void SetAnimation(CharacterAnimState animState) { switch (animState) { case CharacterAnimState.AttackOn: { if (animator.GetBool("AttackOn") == false) { animator.SetBool("AttackOn", true); } } break; case CharacterAnimState.AttackOff: { if (animator.GetBool("AttackOn") == true) { animator.SetBool("AttackOn", false); } } break; } }
public void StopWalk(float transition) { if (baseClip != null && AnimState == CharacterAnimState.Moving) { #if DEBUG_ANIM_WALK UnityEngine.Debug.Log ("AM.StopWalk(" + this.name + ") : currentAnim=" + currentAnim + " : animQueue.Count=" + animQueue.Count + " : animState=" + animState); #endif if (animQueue.Count == 0) animQueue.Enqueue (baseClip); if (animQueue.Count >= 1) { animState = CharacterAnimState.Idle; PlayNext (transition); } } }
public void SetAnimState(CharacterAnimState newState) { if (!ReceivedEventFor("SetAnimState")) return; am.AnimState = newState; }