void AnimUpdate() { currentFormationName = armyScript.activeFormation.Designation; anim.SetBool("Cover", currentFormationName == EnumArmyFormations.Cover); anim.SetBool("Moving", currentFormationName == EnumArmyFormations.March); anim.SetBool("Charging", currentFormationName == EnumArmyFormations.Charge); anim.SetBool("Bracing", currentFormationName == EnumArmyFormations.Brace); anim.SetBool("Attack", armyScript.isAttacking); }
void AnimUpdate() { currentFormationName = armyScript.activeFormation.Designation; anim.SetBool("Cover", currentFormationName == EnumArmyFormations.Cover); anim.SetBool("Moving", currentFormationName == EnumArmyFormations.March); anim.SetBool("Charging", currentFormationName == EnumArmyFormations.Charge); anim.SetBool("Bracing", currentFormationName == EnumArmyFormations.Brace); anim.SetBool("Attack", armyScript.isAttacking || currentFormationName == EnumArmyFormations.Attack); if (currentFormationName == EnumArmyFormations.Attack) { armyScript.activeFormation = controller.idle; } armyScript.isAttacking = false; }
void Update() { if (armyScript == null || armyScript.activeFormation == null) { return; } currentFormationName = armyScript.activeFormation.Designation; anim.SetBool("Cover", currentFormationName == EnumArmyFormations.Cover); anim.SetBool("Moving", currentFormationName == EnumArmyFormations.March); anim.SetBool("Charging", currentFormationName == EnumArmyFormations.Charge); anim.SetBool("Bracing", currentFormationName == EnumArmyFormations.Brace); //anim.SetBool("Attack", armyScript.isAttacking); }