Exemple #1
0
    public void SetState(ENUM_ActorState state)
    {
        //Debug.Log("state:" + state);

        m_animator.SetTrigger(state.ToString());

        m_lastState  = CurrentState;
        CurrentState = state;
    }
Exemple #2
0
    public void Flip()
    {
        // Multiply the x component of localScale by -1.
        Vector3 enemyScale = transform.localScale;

        enemyScale.x        *= -1;
        transform.localScale = enemyScale;

        ENUM_ActorState state = CurrentState;
    }
Exemple #3
0
    public void SetState(ENUM_ActorState state)
    {
        m_animator.SetBool(ENUM_ActorState.Snow.ToString(), false);
        m_animator.SetBool(ENUM_ActorState.Run.ToString(), false);
        m_animator.SetBool(ENUM_ActorState.Idle.ToString(), false);
        m_animator.SetBool(ENUM_ActorState.Jump.ToString(), false);

        //Debug.Log("state:" + state);
        switch (state)
        {
        case ENUM_ActorState.None:
            break;

        case ENUM_ActorState.Snow:
            m_animator.SetBool(ENUM_ActorState.Snow.ToString(), true);
            break;

        case ENUM_ActorState.Run:
            m_animator.SetBool(ENUM_ActorState.Run.ToString(), true);
            break;

        case ENUM_ActorState.Die:
            m_animator.SetBool(ENUM_ActorState.Die.ToString(), true);
            break;

        case ENUM_ActorState.Idle:
            m_animator.SetBool(ENUM_ActorState.Idle.ToString(), true);
            break;

        case ENUM_ActorState.Scroll:
            m_animator.SetBool(ENUM_ActorState.Scroll.ToString(), true);
            break;

        case ENUM_ActorState.Jump:
            m_animator.SetBool(ENUM_ActorState.Jump.ToString(), true);
            break;

        default:
            break;
        }

        m_lastState  = CurrentState;
        CurrentState = state;
    }
Exemple #4
0
    public void SetState(ENUM_ActorState state)
    {
        //Debug.Log("state:" + state);

        AnimatorStateInfo stateInfo = m_animator.GetCurrentAnimatorStateInfo(0);

        if (state == CurActorState)
        {
            return;
        }

        if (m_lastState != ENUM_ActorState.None && m_lastState != CurActorState)
        {
            m_animator.ResetTrigger(m_lastState.ToString());
        }

        m_animator.SetTrigger(state.ToString());

        //m_lastState = m_curActorState;
        //m_curActorState = state;
    }