private void PlayAttackAnim(int attackId) { _currentMotionPhase = ACTION_PHASE.ATTACK; DoAnim(attackId); AddAnim(ANIM_MOVE_BACK_ID); }
protected virtual void BackToIdle() { DoAnimIdle(); _currentMotionPhase = ACTION_PHASE.NONE; _checkHit = true; BackToBeginPosition?.Invoke(this); }
private void OnStartTrack(TrackEntry trackEntry) { //Debug.LogError($" ++++++++++++++ " + trackEntry.Animation.name + "__ Object::" + gameObject.name); if (trackEntry.Animation.name == AnimationHelper.Instance.GetIdleAnimDetail().Anim) { _checkHit = true; } if (trackEntry.animation.Name == AnimationHelper.Instance.GetAnimDetailName(ANIM_MOVE_BACK_ID)) { _currentMotionPhase = ACTION_PHASE.MOVE_BACK; AddAnim(ANIM_IDLE_ID, true); } }
private void MoveToTarget() { DoAnim(ANIM_MOVE_FORWARD_ID); _currentMotionPhase = ACTION_PHASE.MOVE_FORWARD; }