Exemple #1
0
 public override void SetAnimStates(WeaponAnimStates t_animStates)
 {
     base.SetAnimStates(t_animStates);
     //Debug.Log(t_animStates);
     switch (t_animStates)
     {
         case WeaponAnimStates.idle:
             m_shotingFire.gameObject.SetActive(false);
             animation.Play("Idle", AnimationPlayMode.Stop);
             break;
         case WeaponAnimStates.walk:
             m_shotingFire.gameObject.SetActive(false);
             animation.Play("Walk", AnimationPlayMode.Stop);
             break;
         case WeaponAnimStates.run:
             m_shotingFire.gameObject.SetActive(false);
             animation.Play("Run", AnimationPlayMode.Stop);
             break;
         case WeaponAnimStates.shot:
             m_shotingFire.gameObject.SetActive(true);
             animation.Play("Fire", AnimationPlayMode.Stop);
             break;
         default:
             break;
     }
 }
Exemple #2
0
 public virtual void SetAnimStates(WeaponAnimStates t_animStates)
 {
     currentAnimState = t_animStates;
 }