public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1F, bool canPlaySameAnim = false, bool queued = false) { bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued); if (false == doPlaying) { return(doPlaying); } Resource.AniInfo aniInfo = ads[(int)animEvent]; if (UsableNavAgent && rootMotion != null) { rootMotion.Play(Animator.CurrentAnimState, aniInfo.rootMotion); } return(true); }
public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1f, bool canPlaySameAnim = false, bool queued = false) { bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued); if (false == doPlaying) { return(doPlaying); } //일단 임시!!! bool ignoreEnemy = false; if (CurrentState == UnitState.Skill) { ActionInfo actionIfno = SkillCtlr.SkillList[UseSkillSlot].GetSkillActionInfo(); if (actionIfno != null) { if (actionIfno.skillpass == 0) { ignoreEnemy = false; } else { ignoreEnemy = true; } } else { ignoreEnemy = false; } } else { ignoreEnemy = false; } Resource.AniInfo aniInfo = CharInfo.animDatas[(int)animEvent]; if (UsableNavAgent && rootMotion != null) { rootMotion.Play(Animator.CurrentAnimState, aniInfo.rootMotion, ignoreEnemy); } return(true); }
public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1f, bool canPlaySameAnim = false, bool queued = false) { bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued); if (false == doPlaying) { return(doPlaying); } //몬스터의 경우 일단 난투장에선 RootMotion을 안씀 bool bRootMotion = CharInfo.animDatas[(int)animEvent].rootMotion; if (G_GameInfo.GameMode == GAME_MODE.FREEFIGHT) { bRootMotion = false; } if (UsableNavAgent && rootMotion != null) { rootMotion.Play(Animator.CurrentAnimState, bRootMotion); } return(true); }