Exemple #1
0
    public void SetState(NinjiaState state)
    {
        this.state = state;
        switch (state)
        {
        case NinjiaState.RUN:
            GetComponent <Animator>().SetBool("isRun", true);
            if (run && !run.isPlaying)
            {
                run.Play();
            }
            break;

        case NinjiaState.IDLE:
            GetComponent <Animator>().SetBool("isRun", false);
            if (run)
            {
                run.Stop();
            }
            break;

        case NinjiaState.DEAD:
            GetComponent <Animator>().SetBool("isDead", true);
            GetComponent <Rigidbody2D>().isKinematic = true;
            if (dead)
            {
                dead.Play();
            }
            break;
        }
    }
 public void SetState(NinjiaState state)
 {
     this.state = state;
     switch (state)
     {
         case NinjiaState.FIRST_JUMP:
         case NinjiaState.SECOND_JUMP:
             Camera.main.GetComponent<CameraFollow>().enabled = true;
             GetComponent<Animator>().SetBool("isJump", true);
             if (run)
                 run.Stop();
             if (jump)
                 jump.Play();
             break;
         case NinjiaState.RUN:
             Camera.main.GetComponent<CameraFollow>().enabled = false;
             GetComponent<Animator>().SetBool("isJump", false);
             if (run && !run.isPlaying)
                 run.Play();
             break;
         case NinjiaState.DEAD:
             Camera.main.GetComponent<CameraFollow>().enabled = false;
             if (run)
                 run.Stop();
             if (dead)
                 dead.Play();
             GetComponent<Animator>().SetBool("isDead", true);
             break;
     }
 }
 void Start()
 {
     state = NinjiaState.FALL_INIT;
     _isStart = false;
     _hitList = new List<GameObject>();
     if (run)
         run.Play();
 }
 public void SetState(NinjiaState state)
 {
     this.state = state;
     switch (state)
     {
         case NinjiaState.ATTACK:
             lastAttackTime = Time.time;
             GetComponent<Animator>().SetInteger("attackType",1);
             if (attack)
                 attack.Play();
             break;
         case NinjiaState.SECOND_ATTACK:
             lastAttackTime = 0;
             GetComponent<Animator>().SetInteger("attackType", 2);
             if (attack)
                 attack.Play();
             break;
         case NinjiaState.FIRST_JUMP:
         case NinjiaState.SECOND_JUMP:
             GetComponent<Animator>().SetBool("isJump", true);
             if (run)
                 run.Stop();
             if (jump)
                 jump.Play();
             break;
         case NinjiaState.ON_GROUND:
             GetComponent<Animator>().SetBool("isJump", false);
             GetComponent<Animator>().SetInteger("attackType", 0);
             if (run && !run.isPlaying)
                 run.Play();
             break;
         case NinjiaState.DEAD:
             if (run)
                 run.Stop();
             if (dead)
                 dead.Play();
             GetComponent<Animator>().SetBool("isDead", true);
             break;
         case NinjiaState.CRASH:
             GetComponent<Animator>().SetBool("isCrash", true);
             if (run)
                 run.Stop();
             break;
         case NinjiaState.LOSE:
             GetComponent<Animator>().SetBool("isLose", true);
             if (run)
                 run.Stop();
             break;
     }
 }
 public void SetState(NinjiaState state)
 {
     this.state = state;
     switch (state)
     {
         case NinjiaState.RUN:
             GetComponent<Animator>().SetBool("isRun", true);
             if (run && !run.isPlaying)
                 run.Play();
             break;
         case NinjiaState.IDLE:
             GetComponent<Animator>().SetBool("isRun", false);
             if (run)
                 run.Stop();
             break;
         case NinjiaState.DEAD:
             GetComponent<Animator>().SetBool("isDead", true);
             GetComponent<Rigidbody2D>().isKinematic = true;
             if (dead)
                 dead.Play();
             break;
     }
 }