public void ChangeAnimation (QueryChanAnimationType animNumber) { switch (animNumber) { case QueryChanAnimationType.FLY_STRAIGHT: case QueryChanAnimationType.FLY_TORIGHT: case QueryChanAnimationType.FLY_TOLEFT: case QueryChanAnimationType.FLY_UP: changeHandPart (QueryChanHandType.PAPER); this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE); break; case QueryChanAnimationType.FLY_ITEMGET: case QueryChanAnimationType.FLY_ITEMGET_LOOP: changeHandPart (QueryChanHandType.STONE); this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHOPEN); break; case QueryChanAnimationType.FLY_DAMAGE: changeHandPart (QueryChanHandType.NORMAL); this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN_MID); break; case QueryChanAnimationType.FLY_DISAPPOINTMENT: case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP: changeHandPart (QueryChanHandType.STONE); this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SAD_EYECLOSE_MOUTHOPEN); break; case QueryChanAnimationType.AOQ_Idle: case QueryChanAnimationType.AOQ_WALK: case QueryChanAnimationType.AOQ_WARP: case QueryChanAnimationType.AOQ_REST_A: case QueryChanAnimationType.AOQ_REST_B: this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.COLD); break; case QueryChanAnimationType.AOQ_HIT: this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.Guruguru); break; default: changeHandPart (QueryChanHandType.NORMAL); this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE); break; } List<string> targetAnimations = new List<string>(); foreach (AnimationState targetState in queryBodyParts.GetComponent<Animation>()) { targetAnimations.Add(targetState.name); } targetAnimations.Sort(); queryBodyParts.GetComponent<Animation>().CrossFade(targetAnimations[(int)animNumber]); }
public void ChangeAnimation(QueryChanAnimationType animNumber) { switch (animNumber) { case QueryChanAnimationType.FLY_STRAIGHT: case QueryChanAnimationType.FLY_TORIGHT: case QueryChanAnimationType.FLY_TOLEFT: case QueryChanAnimationType.FLY_UP: changeHandPart(QueryChanHandType.PAPER); this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE); break; case QueryChanAnimationType.FLY_ITEMGET: case QueryChanAnimationType.FLY_ITEMGET_LOOP: changeHandPart(QueryChanHandType.STONE); this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHOPEN); break; case QueryChanAnimationType.FLY_DAMAGE: changeHandPart(QueryChanHandType.NORMAL); this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN_MID); break; case QueryChanAnimationType.FLY_DISAPPOINTMENT: case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP: changeHandPart(QueryChanHandType.STONE); this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SAD_EYECLOSE_MOUTHOPEN); break; case QueryChanAnimationType.AOQ_Idle: case QueryChanAnimationType.AOQ_WALK: case QueryChanAnimationType.AOQ_WARP: case QueryChanAnimationType.AOQ_REST_A: case QueryChanAnimationType.AOQ_REST_B: this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.COLD); break; case QueryChanAnimationType.AOQ_HIT: this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.Guruguru); break; default: changeHandPart(QueryChanHandType.NORMAL); this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE); break; } List <string> targetAnimations = new List <string>(); foreach (AnimationState targetState in queryBodyParts.GetComponent <Animation>()) { targetAnimations.Add(targetState.name); } targetAnimations.Sort(); queryBodyParts.GetComponent <Animation>().CrossFade(targetAnimations[(int)animNumber]); }
public void ChangeAnimation(QueryChanAnimationType type) { if (myAnimator.GetBool (CHANGE_TURN_ANIM)) { return; } switch (type) { case QueryChanAnimationType.Right: ResetBoolKeys (); myAnimator.SetBool ("is_right", true); break; case QueryChanAnimationType.Left: ResetBoolKeys (); myAnimator.SetBool ("is_left", true); break; case QueryChanAnimationType.Straight: ResetBoolKeys (); myAnimator.SetBool ("is_straight", true); break; case QueryChanAnimationType.GetItem: ResetBoolKeys (); string getFlagName = "is_get"; myAnimator.SetBool (getFlagName, true); StartCoroutine (UnSetAnimationFlag (getFlagName, 0.5f)); break; case QueryChanAnimationType.Win: ResetBoolKeys (); string winFlagName = "is_win"; myAnimator.SetBool (winFlagName, true); StartCoroutine (UnSetAnimationFlag (winFlagName, 0.5f)); break; case QueryChanAnimationType.Lose: ResetBoolKeys (); string loseFlagName = "is_lose"; myAnimator.SetBool (loseFlagName, true); StartCoroutine (UnSetAnimationFlag (loseFlagName, 0.5f)); break; case QueryChanAnimationType.ReturnBack: ResetBoolKeys (); string retutnFlagName = "is_return_back"; myAnimator.SetBool (retutnFlagName, true); StartCoroutine (UnSetAnimationFlag (retutnFlagName, 0.5f)); break; case QueryChanAnimationType.ChangeTurn: ResetBoolKeys (); myAnimator.SetBool (CHANGE_TURN_ANIM, true); StartCoroutine (UnSetAnimationFlag (CHANGE_TURN_ANIM, 1.0f)); break; default: break; } }
public void ChangeAnimation(QueryChanAnimationType animNumber) { switch (animNumber) { case QueryChanAnimationType.FLY_STRAIGHT: case QueryChanAnimationType.FLY_TORIGHT: case QueryChanAnimationType.FLY_TOLEFT: case QueryChanAnimationType.FLY_UP: changeHandPart (QueryChanHandType.PAPER); break; case QueryChanAnimationType.FLY_ITEMGET: case QueryChanAnimationType.FLY_ITEMGET_LOOP: changeHandPart (QueryChanHandType.STONE); break; case QueryChanAnimationType.FLY_DAMAGE: changeHandPart (QueryChanHandType.NORMAL); break; case QueryChanAnimationType.FLY_DISAPPOINTMENT: case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP: changeHandPart (QueryChanHandType.STONE); break; default: changeHandPart (QueryChanHandType.NORMAL); break; } List<string> targetAnimations = new List<string>(); foreach (AnimationState targetState in queryBodyParts.animation) { targetAnimations.Add(targetState.name); } targetAnimations.Sort(); queryBodyParts.animation.CrossFade(targetAnimations[(int)animNumber]); }
public void ChangeAnimation (QueryChanAnimationType animNumber, bool isChangeMechanimState=true) { var emoControl = this.GetComponent<QueryEmotionalController>(); switch (animNumber) { case QueryChanAnimationType.FLY_STRAIGHT: case QueryChanAnimationType.FLY_TORIGHT: case QueryChanAnimationType.FLY_TOLEFT: case QueryChanAnimationType.FLY_UP: changeHandPart (QueryChanHandType.PAPER); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE); break; case QueryChanAnimationType.FLY_ITEMGET: case QueryChanAnimationType.FLY_ITEMGET_LOOP: changeHandPart (QueryChanHandType.STONE); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHOPEN); break; case QueryChanAnimationType.FLY_DAMAGE: changeHandPart (QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN_MID); break; case QueryChanAnimationType.FLY_DISAPPOINTMENT: case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP: changeHandPart (QueryChanHandType.STONE); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SAD_EYECLOSE_MOUTHOPEN); break; // attack case QueryChanAnimationType.AOQ_Idle: case QueryChanAnimationType.AOQ_WALK: case QueryChanAnimationType.AOQ_REST_A: case QueryChanAnimationType.AOQ_REST_B: emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.COLD); break; case QueryChanAnimationType.AOQ_HIT: emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.Guruguru); break; // Haloween case QueryChanAnimationType.HW_TrickOrTreat: emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN); break; // Christmas case QueryChanAnimationType.CH_Idle: changeHandPart (QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYEOPEN_MOUTHCLOSE); break; case QueryChanAnimationType.CH_Dance: changeHandPart (QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYEOPEN_MOUTHOPEN); break; case QueryChanAnimationType.CH_Bang: changeHandPart (QueryChanHandType.STONE); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.ANGER_EYEOPEN_MOUTHOPEN); break; case QueryChanAnimationType.CH_Deliver: changeHandPart (QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHCLOSE); break; default: changeHandPart (QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE); break; } if (isChangeMechanimState) { queryBodyParts.GetComponent<Animator>().SetInteger("AnimIndex", (int)animNumber); } }
public void ChangeAnimation(QueryChanAnimationType animNumber, bool isChangeMechanimState = true) { var emoControl = this.GetComponent <QueryEmotionalController>(); switch (animNumber) { case QueryChanAnimationType.FLY_STRAIGHT: case QueryChanAnimationType.FLY_TORIGHT: case QueryChanAnimationType.FLY_TOLEFT: case QueryChanAnimationType.FLY_UP: changeHandPart(QueryChanHandType.PAPER); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE); break; case QueryChanAnimationType.FLY_ITEMGET: case QueryChanAnimationType.FLY_ITEMGET_LOOP: changeHandPart(QueryChanHandType.STONE); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHOPEN); break; case QueryChanAnimationType.FLY_DAMAGE: changeHandPart(QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN_MID); break; case QueryChanAnimationType.FLY_DISAPPOINTMENT: case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP: changeHandPart(QueryChanHandType.STONE); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SAD_EYECLOSE_MOUTHOPEN); break; // attack case QueryChanAnimationType.AOQ_Idle: case QueryChanAnimationType.AOQ_WALK: case QueryChanAnimationType.AOQ_REST_A: case QueryChanAnimationType.AOQ_REST_B: emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.COLD); break; case QueryChanAnimationType.AOQ_HIT: emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.Guruguru); break; // Haloween case QueryChanAnimationType.HW_TrickOrTreat: emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN); break; // Christmas case QueryChanAnimationType.CH_Idle: changeHandPart(QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYEOPEN_MOUTHCLOSE); break; case QueryChanAnimationType.CH_Dance: changeHandPart(QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYEOPEN_MOUTHOPEN); break; case QueryChanAnimationType.CH_Bang: changeHandPart(QueryChanHandType.STONE); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.ANGER_EYEOPEN_MOUTHOPEN); break; case QueryChanAnimationType.CH_Deliver: changeHandPart(QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHCLOSE); break; default: changeHandPart(QueryChanHandType.NORMAL); emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE); break; } if (isChangeMechanimState) { queryBodyParts.GetComponent <Animator>().SetInteger("AnimIndex", (int)animNumber); } }
public void ChangeAnimation(QueryChanAnimationType type) { if (myAnimator.GetBool(CHANGE_TURN_ANIM)) { return; } switch (type) { case QueryChanAnimationType.Right: ResetBoolKeys(); myAnimator.SetBool("is_right", true); break; case QueryChanAnimationType.Left: ResetBoolKeys(); myAnimator.SetBool("is_left", true); break; case QueryChanAnimationType.Straight: ResetBoolKeys(); myAnimator.SetBool("is_straight", true); break; case QueryChanAnimationType.GetItem: ResetBoolKeys(); string getFlagName = "is_get"; myAnimator.SetBool(getFlagName, true); StartCoroutine(UnSetAnimationFlag(getFlagName, 0.5f)); break; case QueryChanAnimationType.Win: ResetBoolKeys(); string winFlagName = "is_win"; myAnimator.SetBool(winFlagName, true); StartCoroutine(UnSetAnimationFlag(winFlagName, 0.5f)); break; case QueryChanAnimationType.Lose: ResetBoolKeys(); string loseFlagName = "is_lose"; myAnimator.SetBool(loseFlagName, true); StartCoroutine(UnSetAnimationFlag(loseFlagName, 0.5f)); break; case QueryChanAnimationType.ReturnBack: ResetBoolKeys(); string retutnFlagName = "is_return_back"; myAnimator.SetBool(retutnFlagName, true); StartCoroutine(UnSetAnimationFlag(retutnFlagName, 0.5f)); break; case QueryChanAnimationType.ChangeTurn: ResetBoolKeys(); myAnimator.SetBool(CHANGE_TURN_ANIM, true); StartCoroutine(UnSetAnimationFlag(CHANGE_TURN_ANIM, 1.0f)); break; default: break; } }