Exemple #1
0
    public void SetWalkingSoundState(Control.CharacterState characterState)
    {
        switch (characterState)
        {
        case Control.CharacterState.Idle:
            walk.Stop();
            run.Stop();
            break;

        case Control.CharacterState.Walk:
            run.Stop();
            if (!walk.isPlaying)
            {
                walk.Play();
            }
            break;

        case Control.CharacterState.Run:
            walk.Stop();
            if (!run.isPlaying)
            {
                run.Play();
            }
            break;
        }
    }
Exemple #2
0
    public void SetState(Control.CharacterState characterState, Gun.GunState gunState)
    {
        if (gunState == Gun.GunState.Hide)
        {
            meshRenderer.enabled = false;
            gunAnimation.Play("Idle");
            fireSound.Stop();
        }
        else
        {
            meshRenderer.enabled = true;
            if (gunState == Gun.GunState.Idle)
            {
                switch (characterState)
                {
                case Control.CharacterState.Idle:
                    if (!gunAnimation.IsPlaying("Idle"))
                    {
                        gunAnimation.Play("Idle");
                    }
                    break;

                case Control.CharacterState.Walk:
                    if (!gunAnimation.IsPlaying("Walk"))
                    {
                        gunAnimation.Play("Walk");
                    }
                    break;

                case Control.CharacterState.Run:
                    if (!gunAnimation.IsPlaying("Run"))
                    {
                        gunAnimation.Play("Run");
                    }
                    break;
                }
            }
            else
            {
                switch (gunState)
                {
                case Gun.GunState.Fire:
                    if (!gunAnimation.IsPlaying("Fire"))
                    {
                        gunAnimation.Play("Fire");
                    }
                    break;

                case Gun.GunState.Reload:
                    if (!gunAnimation.IsPlaying("Reload"))
                    {
                        gunAnimation.Play("Reload");
                    }
                    break;
                }
            }
        }
    }