public void SetAnimParam(InputInfo handInput) { ClearAnimParam(); if (handInput.directionEnum != InputDir.Middle) { int InputNum = (int)handInput.directionEnum; //将逻辑枚举拆分成 switch (handInput.GetHoriEnum()) { case InputDir.Left: ActionCtrl.SetBool("Dir_Left", true); break; case InputDir.Right: ActionCtrl.SetBool("Dir_Right", true); break; default: ActionCtrl.SetBool("Dir_Right", false); ActionCtrl.SetBool("Dir_Left", false); break; } switch (handInput.GetVertEnum()) { case InputDir.Up: ActionCtrl.SetBool("Dir_Up", true); break; case InputDir.Down: ActionCtrl.SetBool("Dir_Down", true); break; default: ActionCtrl.SetBool("Dir_Up", false); ActionCtrl.SetBool("Dir_Down", false); break; } } switch (handInput.gesture) { case HandGesture.Click: ActionCtrl.SetBool("Hand_Click", true); break; case HandGesture.Drag: ActionCtrl.SetBool("Hand_Drag", true); break; case HandGesture.Slip: ActionCtrl.SetBool("Hand_Slip", true); break; case HandGesture.Holding: ActionCtrl.SetBool("Hand_Holding", true); break; case HandGesture.Realease: ActionCtrl.SetBool("Hand_Release", true); break; default: ActionCtrl.SetBool("Hand_Drag", false); ActionCtrl.SetBool("Hand_Click", false); ActionCtrl.SetBool("Hand_Slip", false); ActionCtrl.SetBool("Hand_Holding", false); break; } }