public void OnStateEnd(WeaponAnimateState new_state) { weaponAnimator.SetBool("FireState", false); weaponAnimator.SetBool("DropState", false); weaponAnimator.SetBool("PickUpState", false); if (animationState == WeaponAnimateState.Drop) { gameObject.SetActive(false); } animationState = new_state; }
public void SetAnimationState(WeaponAnimateState state) { animationState = state; switch (animationState) { case WeaponAnimateState.Idle: break; case WeaponAnimateState.Drop: weaponAnimator.SetBool("DropState", true); StartCoroutine(WaitForAnimationEnd()); break; case WeaponAnimateState.PickUp: weaponAnimator.SetBool("PickUpState", true); StartCoroutine(WaitForAnimationEnd()); break; case WeaponAnimateState.Fire: weaponAnimator.SetBool("FireState", true); StartCoroutine(WaitForAnimationEnd()); break; } }