public void SetState(ENUM_ActorState state) { //Debug.Log("state:" + state); m_animator.SetTrigger(state.ToString()); m_lastState = CurrentState; CurrentState = state; }
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; }
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; }
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; }