void ChangeMove(CharacterMoveState moveState) { characterMoveState = moveState; string characterAniName = "캐릭터" + (characterState + 1) + "-"; bool aniActive = false; if (characterMoveState == CharacterMoveState.Idle) { GetComponent <UISprite>().spriteName = characterAniName + "정면"; } else { characterAniName += "걷기"; if (characterMoveState == CharacterMoveState.Left) { transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); } else if (characterMoveState == CharacterMoveState.Rigth) { transform.rotation = Quaternion.Euler(new Vector3(0, 180, 0)); } aniActive = true; } GetComponent <UISpriteAnimation>().enabled = aniActive; GetComponent <UISpriteAnimation>().namePrefix = characterAniName; }
public CharacterStateMachine(PlatformerController controller) { _controller = controller; IdleState = new CharacterIdleState(this, _controller); MoveState = new CharacterMoveState(this, _controller); JumpState = new CharacterJumpState(this, _controller); FallingState = new CharacterFallingState(this, _controller); WallSlideState = new CharacterWallSlideState(this, _controller); WallJumpState = new CharacterWallJumpState(this, _controller); _state = IdleState; }
private string GetEventName(CharacterMoveState newstate) { switch (newstate) { case CharacterMoveState.Stay: return "stopMove\0"; case CharacterMoveState.WalkBackward: return "beginWalkBack\0"; case CharacterMoveState.WalkForward: return "beginWalk\0"; case CharacterMoveState.WalkLeft: return "beginWalkLeft\0"; case CharacterMoveState.WalkRight: return "beginWalkRight\0"; default: return "stopMove\0"; } }
void ChangeMove(CharacterMoveState moveState) { characterMoveState = moveState; string characterAniName = "캐릭터" + (characterState+1)+"-"; bool aniActive = false; if (characterMoveState == CharacterMoveState.Idle) { GetComponent<UISprite>().spriteName = characterAniName + "정면"; } else { characterAniName += "걷기"; if (characterMoveState == CharacterMoveState.Left) { transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0)); } else if (characterMoveState == CharacterMoveState.Rigth) { transform.rotation = Quaternion.Euler(new Vector3(0, 180, 0)); } aniActive = true; } GetComponent<UISpriteAnimation>().enabled = aniActive; GetComponent<UISpriteAnimation>().namePrefix = characterAniName; }
// Use this for initialization void Start () { characterMoveState = CharacterMoveState.Left; }
// Use this for initialization void Start() { characterMoveState = CharacterMoveState.Left; }