public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1F, bool canPlaySameAnim = false, bool queued = false)
    {
        bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued);

        if (false == doPlaying)
        {
            return(doPlaying);
        }

        Resource.AniInfo aniInfo = ads[(int)animEvent];
        if (UsableNavAgent && rootMotion != null)
        {
            rootMotion.Play(Animator.CurrentAnimState, aniInfo.rootMotion);
        }

        return(true);
    }
Esempio n. 2
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    public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1f, bool canPlaySameAnim = false, bool queued = false)
    {
        bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued);

        if (false == doPlaying)
        {
            return(doPlaying);
        }

        //일단 임시!!!
        bool ignoreEnemy = false;

        if (CurrentState == UnitState.Skill)
        {
            ActionInfo actionIfno = SkillCtlr.SkillList[UseSkillSlot].GetSkillActionInfo();

            if (actionIfno != null)
            {
                if (actionIfno.skillpass == 0)
                {
                    ignoreEnemy = false;
                }
                else
                {
                    ignoreEnemy = true;
                }
            }
            else
            {
                ignoreEnemy = false;
            }
        }
        else
        {
            ignoreEnemy = false;
        }

        Resource.AniInfo aniInfo = CharInfo.animDatas[(int)animEvent];
        if (UsableNavAgent && rootMotion != null)
        {
            rootMotion.Play(Animator.CurrentAnimState, aniInfo.rootMotion, ignoreEnemy);
        }

        return(true);
    }
Esempio n. 3
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    public override bool PlayAnim(eAnimName animEvent, bool CrossFade = false, float CrossTime = 0.1f, bool canPlaySameAnim = false, bool queued = false)
    {
        bool doPlaying = base.PlayAnim(animEvent, CrossFade, CrossTime, canPlaySameAnim, queued);

        if (false == doPlaying)
        {
            return(doPlaying);
        }

        //몬스터의 경우 일단 난투장에선 RootMotion을 안씀
        bool bRootMotion = CharInfo.animDatas[(int)animEvent].rootMotion;

        if (G_GameInfo.GameMode == GAME_MODE.FREEFIGHT)
        {
            bRootMotion = false;
        }

        if (UsableNavAgent && rootMotion != null)
        {
            rootMotion.Play(Animator.CurrentAnimState, bRootMotion);
        }

        return(true);
    }