Exemple #1
0
        public void SetAnim(EnemyAnimState enemyState)
        {
            ReSetPlayerState();
            if (enemyState == _lastState)
            {
                return;
            }
            _lastState = enemyState;

            ReSetAnim();

            switch (enemyState)
            {
            case EnemyAnimState.Walk:
                _animator.SetBool("isWalk", true);
                break;

            case EnemyAnimState.Attack:
                _animator.SetBool("isAttack", true);
                break;

            case EnemyAnimState.Dead:
                _animator.SetBool("isDie", true);
                break;
            }
        }
Exemple #2
0
 private void RightOnTriggerEnter2D(Collider2D PlayerDetector)
 {
     enemyRenderer.flipX = false;
     animState           = EnemyAnimState.ATTACK;
     enemyAnim.SetInteger("AnimState", (int)EnemyAnimState.ATTACK);
     Instantiate(ArrowRight, ArrowSpawnR.position, ArrowRight.transform.rotation);
     Destroy(ArrowLeft.gameObject);
 }
Exemple #3
0
 public void ReSetPlayerState()
 {
     switch (_lastState)
     {
     case EnemyAnimState.Attack:
     case EnemyAnimState.Dead:
         //假设动画已经播放完成
         if (_animator.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.99f)
         {
             _animator.Update(0);
             _enemyAnimState = EnemyAnimState.Null;
         }
         break;
     }
 }
Exemple #4
0
 // Start is called before the first frame update
 void Start()
 {
     enemyAnimState = EnemyAnimState.WALK;
     enemyState     = EnemyState.PATROL;
 }
Exemple #5
0
 // For calculating the rate
 //private float counter = 0.0f;
 // Start is called before the first frame update
 void Start()
 {
     enemyRenderer.flipX = true;
     animState           = EnemyAnimState.IDLE;
 }
 // Start is called before the first frame update
 void Start()
 {
     enemyAnimState = EnemyAnimState.WALK;
 }