public void SetFreeAction(int hash, byte state, int layer = 0) { if (hash == CharAnimHashes.GetActionHashByLayer(layer, 0)) { m_FreeAction[layer, 0] = state; } else if (hash == CharAnimHashes.GetActionHashByLayer(layer, 1)) { m_FreeAction[layer, 1] = state; } else if (hash == CharAnimHashes.GetActionHashByLayer(layer, 2)) { m_FreeAction[layer, 2] = state; } #if UNITY_EDITOR //else Debug.LogWarning(GetType() + " GetFreeAction все очень плохо( нет такого хэша " + hash + " )"); #endif }
string GetFreeActionName(int layer = 0) { if (m_FreeAction[layer, 0] != 0) { return(CharAnimHashes.GetNameActionByHash(layer, 0)); } if (m_FreeAction[layer, 1] != 0) { return(CharAnimHashes.GetNameActionByHash(layer, 1)); } if (m_FreeAction[layer, 2] != 0) { return(CharAnimHashes.GetNameActionByHash(layer, 2)); } #if UNITY_EDITOR Debug.LogError(GetType() + " GetFreeActionName все очень плохо( нет свободных хэшей анимаций )"); #endif return(string.Empty); }
int GetFreeAction(int layer = 0) { if (m_FreeAction[layer, 0] != 0) { return(CharAnimHashes.GetActionHashByLayer(layer, 0)); } if (m_FreeAction[layer, 1] != 0) { return(CharAnimHashes.GetActionHashByLayer(layer, 1)); } if (m_FreeAction[layer, 2] != 0) { return(CharAnimHashes.GetActionHashByLayer(layer, 2)); } #if UNITY_EDITOR Debug.LogError(GetType() + " GetFreeAction все очень плохо( нет свободных хэшей анимаций )"); #endif return(0); }