IEnumerator MonsterCheckFSMCoroutine() { while (_state != CAnimation.STATE.DIE) { if (_attack._attackTarget == null) { _state = CAnimation.STATE.IDLE; yield return(null); continue; } float dist = _attack.GetAttackTargetDistance(); if (dist <= _attackDist) { _state = CAnimation.STATE.ATTACK; } else if (dist <= _traceDist) { _state = CAnimation.STATE.WALK; } else { _state = CAnimation.STATE.IDLE; } yield return(null); } }
public void PlayStateAnimation(CAnimation.STATE state) { _animation.PlayAnimation(state); }