Esempio n. 1
0
        public override void HandleAnimationEvent(AnimationEventRepeater.AnimationEventArgs eventArgs)
        {
            int newStateIndex = eventArgs.intValue;

            // Only when changing animation states
            if (newStateIndex != _animationState)
            {
                if (_colliderGroups[newStateIndex] != null)
                {
                    _colliderGroups[_animationState].gameObject.SetActive(false);
                    _colliderGroups[newStateIndex].gameObject.SetActive(true);

                    _animationState = newStateIndex;
                }
                else
                {
                    Debug.LogError("Accesing collider group at index " + newStateIndex + " that does not exist");
                }
            }
        }
Esempio n. 2
0
        // Override methods

        // Note that this method will handle animation changes AFTER the update method for this frame has been called
        // Any changes to colliders will affect physics for the NEXT FixedUpdate call, and thus the next frame
        public virtual void HandleAnimationEvent(AnimationEventRepeater.AnimationEventArgs eventArgs)
        {
        }