public static UnitAnim GetUnitAnim(UnitAnimType animType, int angle) { AnimDir animDir = GetAnimDirFromAngle(angle); return(animType.GetUnitAnim(animDir)); }
public void PlayAnim(UnitAnimType animType, Vector3 dir, float frameRateMod, V_UnitSkeleton.OnAnimComplete onAnimComplete, V_UnitSkeleton.OnAnimTrigger onAnimTrigger, V_UnitSkeleton.OnAnimInterrupted onAnimInterrupted) { int angle = GetAngleFromVector(dir); PlayAnim(animType, angle, frameRateMod, onAnimComplete, onAnimTrigger, onAnimInterrupted); }
public void PlayAnimIdleIfOnCompleteMatches(Vector3 dir, V_UnitSkeleton.OnAnimComplete OnAnimComplete, UnitAnimType idleAnimType) { int angle = GetAngleFromVector(dir); UnitAnim unitAnim = idleAnimType.GetUnitAnim(angle); if (unitSkeleton.PlayAnimIfOnCompleteMatches(unitAnim, OnAnimComplete)) { // Playing anim activeAnimType = idleAnimType; activeAnim = unitAnim; activeAngle = angle; } }
public void PlayAnim(UnitAnimType animType, float frameRateMod, V_UnitSkeleton.OnAnimComplete onAnimComplete, V_UnitSkeleton.OnAnimTrigger onAnimTrigger, V_UnitSkeleton.OnAnimInterrupted onAnimInterrupted) { PlayAnim(animType, activeAngle, frameRateMod, onAnimComplete, onAnimTrigger, onAnimInterrupted); }
public void UpdateAnim(UnitAnimType animType, Vector3 dir, float frameRateMod) { int angle = GetAngleFromVector(dir); UpdateAnim(animType, angle, frameRateMod); }