public void DoAction(AnimActionFactory.E_Type type, Statelayer layer = Statelayer.Normal) { if (!mHasSetup) { return; } AnimAction action = AnimActionFactory.Create(type); DoAction(action, layer); }
public void DoAction(AnimAction action, Statelayer layer = MecanimStateController.Statelayer.Normal) { //if(mOwner is Npc) // Debug.Log(action); if (!mHasSetup) { return; } if (layer >= Statelayer.Count || action == null) { return; } mAnimStates[(uint)layer].DoAction(action); }
/// <summary> /// 结束当前的状态 /// </summary> /// <param name="nStateHash">如果当前处于 ifStateHash时</param> /// <param name="layer"></param> public void FinishCurrentState(int ifStateHash, Statelayer layer = Statelayer.Normal) { if (!mHasSetup) { return; } if (layer >= Statelayer.Count || ifStateHash == 0) { return; } EventContext content = new EventContext(); content.curstate = ifStateHash; MecanimEvent even = new MecanimEvent(MecanimEvent.MEC_ANIM_END, content); mAnimStates[(uint)layer].CurrentAnimState.HandlemAnimatorEvent(even); }
public void FinishCurrentState(string statename, Statelayer layer = Statelayer.Normal) { FinishCurrentState(AnimSet.GetStateHash(statename), layer); }