// 状态设置 public void SetAllHandAction(Global.HandAction ha) { foreach (var hb in handBehaviours) { hb.handAction = ha; } }
public void OnHandStateChange(Global.HandAction newState) { switch (newState) { case Global.HandAction.SLASH: targetRotateFactor = 0.7f; break; case Global.HandAction.FETCH: targetRotateFactor = 1f; anglelimit = 10; break; default: OnBodyStateChange(am.state.BodyAction); break; } }
private void OnHandStateChange(Global.HandAction ha) { switch (ha) { case Global.HandAction.FREE: if (resetAttackC == null && canAttack == false) { resetAttackC = StartCoroutine(resetAttack()); } if (resetSkillC == null && canSkill == false) { resetSkillC = StartCoroutine(resetSkill()); } break; default: break; } }
public void Update() { if (ignoreHandUpdate) { ignoreHandUpdate = false; ac.curHandAction = handAction; } else { Global.HandAction ha = handAction; if (keepHandState) { keepHandState = false; ha = ac.curHandAction; } else if (handAction != ac.curHandAction) { ac.curHandAction = handAction; PreUpdates(handAction); } Updates(ha); } PostHandUpdate(); }
private void PreUpdates(Global.HandAction ha) { switch (ha) { case Global.HandAction.SLASH: PreAttack(); break; case Global.HandAction.DEFENCE: PreDefence(); break; case Global.HandAction.FREE: PreNone(); break; case Global.HandAction.FETCH: PreFetch(); break; default: break; } }
private void Updates(Global.HandAction ha) { switch (ha) { case Global.HandAction.SLASH: OnAttack(); break; case Global.HandAction.DEFENCE: OnDefence(); break; case Global.HandAction.FREE: OnNone(); break; case Global.HandAction.FETCH: OnFetch(); break; default: break; } }
public virtual void SetHandAction(Global.HandAction ha) { //curHandAction = ha; actorBehaviours.SetAllHandAction(ha); }