virtual public bool SetParam(EnActionParamID param, object value) { switch (param) { case EnActionParamID.CUR_HAVE_GUN: { //m_animator.SetBool("CurrentHaveGun", bool.Parse(value.ToString())); } break; } return(false); }
override public bool SetParam(EnActionParamID param, object value) { if (null == m_animator) { return(false); } if (!base.SetParam(param, value)) { switch (param) { case EnActionParamID.SIDESLIP: { float v = float.Parse(value.ToString()); m_animator.SetFloat("Sideslip", v); } return(true); default: break; } } return(false); }
/// <summary> /// 设置动作参数 /// </summary> /// <param name="param"></param> /// <param name="value"></param> public void SetAniParam(EnActionParamID param, object value) { IAniState curAniState = m_dicStates[m_curState]; curAniState.SetParam(param, value); }