Exemple #1
0
    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;
	}