Esempio n. 1
0
    public void ChangeAnimation(QueryChanSDAnimationType animNumber, bool isChangeMechanimState = true)
    {
        var emoControl = this.GetComponent <QuerySDEmotionalController>();

        switch (animNumber)
        {
        case QueryChanSDAnimationType.NORMAL_WIN:
        case QueryChanSDAnimationType.NORMAL_ITEMGET:
        case QueryChanSDAnimationType.NORMAL_POSE_HELLO:
        case QueryChanSDAnimationType.BLACK_POSE_1:
        case QueryChanSDAnimationType.OSAKA_CLAP:
        case QueryChanSDAnimationType.OSAKA_POSE_GOAL:
        case QueryChanSDAnimationType.FUKUOKA_WAIWAI:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SMILE);
            break;

        case QueryChanSDAnimationType.NORMAL_DAMAGE:
        case QueryChanSDAnimationType.BLACK_POSE_3:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_GURUGURU);
            break;

        case QueryChanSDAnimationType.NORMAL_LOSE:
        case QueryChanSDAnimationType.NORMAL_POSE_PLEASE:
        case QueryChanSDAnimationType.BLACK_POSE_2:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SAD);
            break;

        case QueryChanSDAnimationType.NORMAL_FLY_CIRCLE:
        case QueryChanSDAnimationType.OSAKA_BOKE:
        case QueryChanSDAnimationType.OSAKA_POSE_EXIT:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SURPRISE);
            break;

        case QueryChanSDAnimationType.NORMAL_POSE_READY:
        case QueryChanSDAnimationType.NORMAL_POSE_LAYDOWN:
        case QueryChanSDAnimationType.NORMAL_POSE_ROMANCE:
        case QueryChanSDAnimationType.BLACK_KICK:
        case QueryChanSDAnimationType.FUKUOKA_DANCE_2:
        case QueryChanSDAnimationType.FUKUOKA_POSE_HIRUNE:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_BLINK);
            break;

        case QueryChanSDAnimationType.NORMAL_POSE_BOW:
        case QueryChanSDAnimationType.NORMAL_POSE_ARMCROSSED:
        case QueryChanSDAnimationType.BLACK_FIGHTING:
        case QueryChanSDAnimationType.OSAKA_TUKKOMI:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_ANGER);
            break;

        default:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_DEFAULT);
            break;
        }


        if (isChangeMechanimState)
        {
            queryBodyParts.GetComponent <Animator>().SetInteger("AnimIndex", (int)animNumber);
        }
    }
Esempio n. 2
0
    public void ChangeAnimation(QueryChanSDAnimationType animNumber, bool isChangeMechanimState=true)
    {
        var emoControl = this.GetComponent<QuerySDEmotionalController>();

        switch (animNumber)
        {
        case QueryChanSDAnimationType.NORMAL_WIN:
        case QueryChanSDAnimationType.NORMAL_ITEMGET:
        case QueryChanSDAnimationType.NORMAL_POSE_HELLO:
        case QueryChanSDAnimationType.BLACK_POSE_1:
        case QueryChanSDAnimationType.OSAKA_CLAP:
        case QueryChanSDAnimationType.OSAKA_POSE_GOAL:
        case QueryChanSDAnimationType.FUKUOKA_WAIWAI:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SMILE);
            break;

        case QueryChanSDAnimationType.NORMAL_DAMAGE:
        case QueryChanSDAnimationType.BLACK_POSE_3:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_GURUGURU);
            break;

        case QueryChanSDAnimationType.NORMAL_LOSE:
        case QueryChanSDAnimationType.NORMAL_POSE_PLEASE:
        case QueryChanSDAnimationType.BLACK_POSE_2:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SAD);
            break;

        case QueryChanSDAnimationType.NORMAL_FLY_CIRCLE:
        case QueryChanSDAnimationType.OSAKA_BOKE:
        case QueryChanSDAnimationType.OSAKA_POSE_EXIT:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SURPRISE);
            break;

        case QueryChanSDAnimationType.NORMAL_POSE_READY:
        case QueryChanSDAnimationType.NORMAL_POSE_LAYDOWN:
        case QueryChanSDAnimationType.NORMAL_POSE_ROMANCE:
        case QueryChanSDAnimationType.BLACK_KICK:
        case QueryChanSDAnimationType.FUKUOKA_DANCE_2:
        case QueryChanSDAnimationType.FUKUOKA_POSE_HIRUNE:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_BLINK);
            break;

        case QueryChanSDAnimationType.NORMAL_POSE_BOW:
        case QueryChanSDAnimationType.NORMAL_POSE_ARMCROSSED:
        case QueryChanSDAnimationType.BLACK_FIGHTING:
        case QueryChanSDAnimationType.OSAKA_TUKKOMI:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_ANGER);
            break;

        default:
            emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_DEFAULT);
            break;
        }

        if (isChangeMechanimState) {
            queryBodyParts.GetComponent<Animator>().SetInteger("AnimIndex", (int)animNumber);
        }
    }