コード例 #1
0
ファイル: Avatar.cs プロジェクト: jerhemy/EQBrowser
 public void Jump()
 {
     if (m_curAnimTransition == AnimTransitions.None)
     {
         m_curAnimTransition = AnimTransitions.Jumping;
     }
 }
コード例 #2
0
ファイル: Avatar.cs プロジェクト: jerhemy/EQBrowser
        void ProcessTestAnimationKeyPresses()
        {
            m_attackType = AnimAttackType.None;

            bool shift = Input.GetKey(KeyCode.LeftShift);
            bool ctrl  = Input.GetKey(KeyCode.LeftControl);

            if (shift)
            {
                if (Input.GetKeyDown(KeyCode.Alpha1))
                {
                    m_attackType        = AnimAttackType.CastBuff;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha2))
                {
                    m_attackType        = AnimAttackType.CastDamage;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha3))
                {
                    m_attackType        = AnimAttackType.CastHeal;
                    m_curAnimTransition = AnimTransitions.Attack;
                }

                if (Input.GetKeyDown(KeyCode.C))
                {
                    if (m_curAnimTransition == AnimTransitions.None)
                    {
                        if (!m_isSitting)
                        {
                            m_curAnimTransition = AnimTransitions.SittingDown;
                        }
                        else
                        {
                            m_curAnimTransition = AnimTransitions.StandingUp;
                        }
                        m_isSitting = !m_isSitting;
                    }
                }
                else if (Input.GetKeyDown(KeyCode.X))
                {
                    if (m_curAnimTransition == AnimTransitions.None)
                    {
                        if (!m_isDead)
                        {
                            m_curAnimTransition = AnimTransitions.Dying;
                        }
                        else
                        {
                            m_curAnimTransition = AnimTransitions.UnDying;
                        }
                        m_isDead = !m_isDead;
                    }
                }
                else if (Input.GetKeyDown(KeyCode.V))
                {
                    if (m_curAnimTransition == AnimTransitions.None)
                    {
                        if (!m_isCrouching)
                        {
                            m_curAnimTransition = AnimTransitions.DuckingDown;
                        }
                        else
                        {
                            m_curAnimTransition = AnimTransitions.DuckingUp;
                        }
                        m_isCrouching = !m_isCrouching;
                    }
                }
            }
            //NOTE: Since Unity uses CTRL + KEY in the editor, these will not work
            else if (ctrl)
            {
                if (Input.GetKeyDown(KeyCode.C))
                {
                    if (m_curAnimTransition == AnimTransitions.None)
                    {
                        if (!m_isSitting)
                        {
                            m_curAnimTransition = AnimTransitions.SittingDown;
                        }
                        else
                        {
                            m_curAnimTransition = AnimTransitions.StandingUp;
                        }
                        m_isSitting = !m_isSitting;
                    }
                }
            }
            else
            {
                if (Input.GetKeyDown(KeyCode.Alpha1))
                {
                    m_attackType        = AnimAttackType.M1H;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha2))
                {
                    m_attackType        = AnimAttackType.MOH;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha3))
                {
                    m_attackType        = AnimAttackType.M1HP;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha4))
                {
                    m_attackType        = AnimAttackType.M2HB;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha5))
                {
                    m_attackType        = AnimAttackType.M2HS;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha6))
                {
                    m_attackType        = AnimAttackType.MDragonPunch;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha7))
                {
                    m_attackType        = AnimAttackType.MEagleStrike;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha8))
                {
                    m_attackType        = AnimAttackType.MKick;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha9))
                {
                    m_attackType        = AnimAttackType.MKickFlying;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha0))
                {
                    m_attackType        = AnimAttackType.MKickRound;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Minus))
                {
                    m_attackType        = AnimAttackType.MRanged;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
            }
        }
コード例 #3
0
ファイル: Avatar.cs プロジェクト: jerhemy/EQBrowser
        void AnimState()
        {
            string animName = characterAnimations[(int)AnimationType.Idle].name;

            switch (m_curAnimTransition)
            {
            case AnimTransitions.Jumping:
                //Run jump if moving
                if (m_curState == AnimStates.MovingForward || m_curState == AnimStates.MovingBackward || m_curState == AnimStates.MovingSideWays)
                {
                    animName    = characterAnimations[(int)AnimationType.RunJump].name;
                    m_animTimer = characterAnimations[(int)AnimationType.RunJump].length;
                }
                //else just jump
                else
                {
                    animName    = characterAnimations[(int)AnimationType.Jump].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Jump].length;
                }
                break;

            case AnimTransitions.Attack:
                #region Attack Breakdown
                switch (m_attackType)
                {
                case AnimAttackType.CastBuff:
                    animName    = characterAnimations[(int)AnimationType.CastBuff].name;
                    m_animTimer = characterAnimations[(int)AnimationType.CastBuff].length;
                    break;

                case AnimAttackType.CastDamage:
                    animName    = characterAnimations[(int)AnimationType.CastDamage].name;
                    m_animTimer = characterAnimations[(int)AnimationType.CastDamage].length;
                    break;

                case AnimAttackType.CastHeal:
                    animName    = characterAnimations[(int)AnimationType.CastHeal].name;
                    m_animTimer = characterAnimations[(int)AnimationType.CastHeal].length;
                    break;

                case AnimAttackType.M1H:
                    animName    = characterAnimations[(int)AnimationType.Melee1H].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Melee1H].length;
                    break;

                case AnimAttackType.M1HP:
                    animName    = characterAnimations[(int)AnimationType.Melee1HP].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Melee1HP].length;
                    break;

                case AnimAttackType.M2HB:
                    animName    = characterAnimations[(int)AnimationType.Melee2HB].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Melee2HB].length;
                    break;

                case AnimAttackType.M2HS:
                    animName    = characterAnimations[(int)AnimationType.Melee2HS].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Melee2HS].length;
                    break;

                case AnimAttackType.MDragonPunch:
                    animName    = characterAnimations[(int)AnimationType.MeleeDragonPunch].name;
                    m_animTimer = characterAnimations[(int)AnimationType.MeleeDragonPunch].length;
                    break;

                case AnimAttackType.MEagleStrike:
                    animName    = characterAnimations[(int)AnimationType.MeleeEagleStrike].name;
                    m_animTimer = characterAnimations[(int)AnimationType.MeleeEagleStrike].length;
                    break;

                case AnimAttackType.MKick:
                    animName    = characterAnimations[(int)AnimationType.Kick].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Kick].length;
                    break;

                case AnimAttackType.MKickFlying:
                    animName    = characterAnimations[(int)AnimationType.KickFlying].name;
                    m_animTimer = characterAnimations[(int)AnimationType.KickFlying].length;
                    break;

                case AnimAttackType.MKickRound:
                    animName    = characterAnimations[(int)AnimationType.KickRound].name;
                    m_animTimer = characterAnimations[(int)AnimationType.KickRound].length;
                    break;

                case AnimAttackType.MOH:
                    animName    = characterAnimations[(int)AnimationType.MeleeOffhand].name;
                    m_animTimer = characterAnimations[(int)AnimationType.MeleeOffhand].length;
                    break;

                case AnimAttackType.MRanged:
                    animName    = characterAnimations[(int)AnimationType.Ranged].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Ranged].length;
                    break;
                }
                #endregion
                //animName = characterAnimations[(int)AnimationType.MeleeDragonPunch].name;
                //m_animTimer = characterAnimations[(int)AnimationType.MeleeDragonPunch].length;
                break;

            case AnimTransitions.Dying:
                animName    = characterAnimations[(int)AnimationType.Dead].name;
                m_animTimer = characterAnimations[(int)AnimationType.Dead].length;
                m_animComponent.animation["Dead"].speed = 1.0f;
                break;

            case AnimTransitions.UnDying:
                animName    = characterAnimations[(int)AnimationType.Dead].name;
                m_animTimer = characterAnimations[(int)AnimationType.Dead].length;
                m_animComponent.animation["Dead"].speed = -1.0f;
                break;

            case AnimTransitions.SittingDown:
                animName    = characterAnimations[(int)AnimationType.Sit].name;
                m_animTimer = characterAnimations[(int)AnimationType.Sit].length;
                m_animComponent.animation["Sit"].speed = 1.0f;
                break;

            case AnimTransitions.StandingUp:
                animName    = characterAnimations[(int)AnimationType.Sit].name;
                m_animTimer = characterAnimations[(int)AnimationType.Sit].length;
                m_animComponent.animation["Sit"].speed = -1.0f;
                break;
            }

            if (m_curAnimTransition != AnimTransitions.None)
            {
                m_animComponent.Play(animName);
                m_curAnimTransition = AnimTransitions.None;
                m_curAnimName       = animName;
            }

            if (m_animTimer > 0)
            {
                m_animTimer -= Time.deltaTime;
                return;
            }

            switch (m_curState)
            {
            case AnimStates.Idle:
                if (m_isDead)
                {
                    animName = characterAnimations[(int)AnimationType.DeadIdle].name;
                }
                else if (m_isSitting)
                {
                    animName = characterAnimations[(int)AnimationType.SitIdle].name;
                }
                else if (m_isCrouching)
                {
                    animName = characterAnimations[(int)AnimationType.CrouchIdle].name;
                }
                else
                {
                    animName = characterAnimations[(int)AnimationType.Idle].name;
                }
                break;

            case AnimStates.Turning:
                if (m_turnDir == TurningType.ClockWise)
                {
                    animName = characterAnimations[(int)AnimationType.Turn].name;
                }
                else if (m_turnDir == TurningType.CClockWise)
                {
                    animName = characterAnimations[(int)AnimationType.Turn].name;
                }
                break;

            case AnimStates.Falling:
                animName = characterAnimations[(int)AnimationType.Fall].name;
                break;

            case AnimStates.MovingForward:
                if (m_isCrouching)
                {
                    animName = characterAnimations[(int)AnimationType.Sneak].name;
                    m_animComponent.animation["Sneak"].speed = 1.0f;
                }
                else
                {
                    animName = characterAnimations[(int)AnimationType.Run].name;
                    m_animComponent.animation["Run"].speed = 1.0f;
                }
                break;

            case AnimStates.MovingBackward:
                if (m_isCrouching)
                {
                    animName = characterAnimations[(int)AnimationType.Sneak].name;
                    m_animComponent.animation["Sneak"].speed = -1.0f;
                }
                else
                {
                    animName = characterAnimations[(int)AnimationType.Run].name;
                    m_animComponent.animation["Run"].speed = -1.0f;
                }
                break;
            }

            if (m_curAnimName != animName)
            {
                m_animComponent.Play(animName);
                m_curAnimName = animName;
            }
        }
コード例 #4
0
ファイル: Avatar.cs プロジェクト: uNetti/EQBrowser
        void ProcessTestAnimationKeyPresses()
        {
            m_attackType = AnimAttackType.None;

            bool shift = Input.GetKey(KeyCode.LeftShift);
            bool ctrl = Input.GetKey(KeyCode.LeftControl);

            if (shift)
            {
                if (Input.GetKeyDown(KeyCode.Alpha1))
                {
                    m_attackType = AnimAttackType.CastBuff;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha2))
                {
                    m_attackType = AnimAttackType.CastDamage;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha3))
                {
                    m_attackType = AnimAttackType.CastHeal;
                    m_curAnimTransition = AnimTransitions.Attack;
                }

                if (Input.GetKeyDown(KeyCode.C))
                {
                    if (m_curAnimTransition == AnimTransitions.None)
                    {
                        if (!m_isSitting)
                        {
                            m_curAnimTransition = AnimTransitions.SittingDown;
                        }
                        else
                        {
                            m_curAnimTransition = AnimTransitions.StandingUp;
                        }
                        m_isSitting = !m_isSitting;

                    }
                }
                else if (Input.GetKeyDown(KeyCode.X))
                {
                    if (m_curAnimTransition == AnimTransitions.None)
                    {
                        if (!m_isDead)
                        {
                            m_curAnimTransition = AnimTransitions.Dying;
                        }
                        else
                        {
                            m_curAnimTransition = AnimTransitions.UnDying;
                        }
                        m_isDead = !m_isDead;
                    }
                }
                else if (Input.GetKeyDown(KeyCode.V))
                {
                    if (m_curAnimTransition == AnimTransitions.None)
                    {
                        if (!m_isCrouching)
                        {
                            m_curAnimTransition = AnimTransitions.DuckingDown;
                        }
                        else
                        {
                            m_curAnimTransition = AnimTransitions.DuckingUp;
                        }
                        m_isCrouching = !m_isCrouching;
                    }
                }
            }
                //NOTE: Since Unity uses CTRL + KEY in the editor, these will not work
            else if (ctrl)
            {
                if (Input.GetKeyDown(KeyCode.C))
                {
                    if (m_curAnimTransition == AnimTransitions.None)
                    {
                        if (!m_isSitting)
                        {
                            m_curAnimTransition = AnimTransitions.SittingDown;
                        }
                        else
                        {
                            m_curAnimTransition = AnimTransitions.StandingUp;
                        }
                        m_isSitting = !m_isSitting;

                    }
                }
            }
            else
            {
                if (Input.GetKeyDown(KeyCode.Alpha1))
                {
                    m_attackType = AnimAttackType.M1H;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha2))
                {
                    m_attackType = AnimAttackType.MOH;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha3))
                {
                    m_attackType = AnimAttackType.M1HP;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha4))
                {
                    m_attackType = AnimAttackType.M2HB;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha5))
                {
                    m_attackType = AnimAttackType.M2HS;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha6))
                {
                    m_attackType = AnimAttackType.MDragonPunch;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha7))
                {
                    m_attackType = AnimAttackType.MEagleStrike;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha8))
                {
                    m_attackType = AnimAttackType.MKick;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha9))
                {
                    m_attackType = AnimAttackType.MKickFlying;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Alpha0))
                {
                    m_attackType = AnimAttackType.MKickRound;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
                else if (Input.GetKeyDown(KeyCode.Minus))
                {
                    m_attackType = AnimAttackType.MRanged;
                    m_curAnimTransition = AnimTransitions.Attack;
                }
            }
        }
コード例 #5
0
ファイル: Avatar.cs プロジェクト: uNetti/EQBrowser
        void AnimState()
        {
            string animName = characterAnimations[(int)AnimationType.Idle].name;

            switch(m_curAnimTransition)
            {
                case AnimTransitions.Jumping:
                    //Run jump if moving
                    if (m_curState == AnimStates.MovingForward || m_curState == AnimStates.MovingBackward || m_curState == AnimStates.MovingSideWays)
                    {
                        animName = characterAnimations[(int)AnimationType.RunJump].name;
                        m_animTimer = characterAnimations[(int)AnimationType.RunJump].length;
                    }
                    //else just jump
                    else
                    {
                        animName = characterAnimations[(int)AnimationType.Jump].name;
                        m_animTimer = characterAnimations[(int)AnimationType.Jump].length;
                    }
                    break;
                case AnimTransitions.Attack:
                    #region Attack Breakdown
                    switch (m_attackType)
                    {
                        case AnimAttackType.CastBuff:
                            animName = characterAnimations[(int)AnimationType.CastBuff].name;
                            m_animTimer = characterAnimations[(int)AnimationType.CastBuff].length;
                            break;
                        case AnimAttackType.CastDamage:
                            animName = characterAnimations[(int)AnimationType.CastDamage].name;
                            m_animTimer = characterAnimations[(int)AnimationType.CastDamage].length;
                            break;
                        case AnimAttackType.CastHeal:
                            animName = characterAnimations[(int)AnimationType.CastHeal].name;
                            m_animTimer = characterAnimations[(int)AnimationType.CastHeal].length;
                            break;
                        case AnimAttackType.M1H:
                            animName = characterAnimations[(int)AnimationType.Melee1H].name;
                            m_animTimer = characterAnimations[(int)AnimationType.Melee1H].length;
                            break;
                        case AnimAttackType.M1HP:
                            animName = characterAnimations[(int)AnimationType.Melee1HP].name;
                            m_animTimer = characterAnimations[(int)AnimationType.Melee1HP].length;
                            break;
                        case AnimAttackType.M2HB:
                            animName = characterAnimations[(int)AnimationType.Melee2HB].name;
                            m_animTimer = characterAnimations[(int)AnimationType.Melee2HB].length;
                            break;
                        case AnimAttackType.M2HS:
                            animName = characterAnimations[(int)AnimationType.Melee2HS].name;
                            m_animTimer = characterAnimations[(int)AnimationType.Melee2HS].length;
                            break;
                        case AnimAttackType.MDragonPunch:
                            animName = characterAnimations[(int)AnimationType.MeleeDragonPunch].name;
                            m_animTimer = characterAnimations[(int)AnimationType.MeleeDragonPunch].length;
                            break;
                        case AnimAttackType.MEagleStrike:
                            animName = characterAnimations[(int)AnimationType.MeleeEagleStrike].name;
                            m_animTimer = characterAnimations[(int)AnimationType.MeleeEagleStrike].length;
                            break;
                        case AnimAttackType.MKick:
                            animName = characterAnimations[(int)AnimationType.Kick].name;
                            m_animTimer = characterAnimations[(int)AnimationType.Kick].length;
                            break;
                        case AnimAttackType.MKickFlying:
                            animName = characterAnimations[(int)AnimationType.KickFlying].name;
                            m_animTimer = characterAnimations[(int)AnimationType.KickFlying].length;
                            break;
                        case AnimAttackType.MKickRound:
                            animName = characterAnimations[(int)AnimationType.KickRound].name;
                            m_animTimer = characterAnimations[(int)AnimationType.KickRound].length;
                            break;
                        case AnimAttackType.MOH:
                            animName = characterAnimations[(int)AnimationType.MeleeOffhand].name;
                            m_animTimer = characterAnimations[(int)AnimationType.MeleeOffhand].length;
                            break;
                        case AnimAttackType.MRanged:
                            animName = characterAnimations[(int)AnimationType.Ranged].name;
                            m_animTimer = characterAnimations[(int)AnimationType.Ranged].length;
                            break;
                    }
                    #endregion
                    //animName = characterAnimations[(int)AnimationType.MeleeDragonPunch].name;
                    //m_animTimer = characterAnimations[(int)AnimationType.MeleeDragonPunch].length;
                    break;
                case AnimTransitions.Dying:
                    animName = characterAnimations[(int)AnimationType.Dead].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Dead].length;
                    m_animComponent.animation["Dead"].speed = 1.0f;
                    break;
                case AnimTransitions.UnDying:
                    animName = characterAnimations[(int)AnimationType.Dead].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Dead].length;
                    m_animComponent.animation["Dead"].speed = -1.0f;
                    break;
                case AnimTransitions.SittingDown:
                    animName = characterAnimations[(int)AnimationType.Sit].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Sit].length;
                    m_animComponent.animation["Sit"].speed = 1.0f;
                    break;
                case AnimTransitions.StandingUp:
                    animName = characterAnimations[(int)AnimationType.Sit].name;
                    m_animTimer = characterAnimations[(int)AnimationType.Sit].length;
                    m_animComponent.animation["Sit"].speed = -1.0f;
                    break;
            }

            if(m_curAnimTransition != AnimTransitions.None)
            {
                m_animComponent.Play(animName);
                m_curAnimTransition = AnimTransitions.None;
                m_curAnimName = animName;
            }

            if (m_animTimer > 0)
            {
                m_animTimer -= Time.deltaTime;
                return;
            }

            switch (m_curState)
            {
                case AnimStates.Idle:
                    if (m_isDead)
                    {
                        animName = characterAnimations[(int)AnimationType.DeadIdle].name;
                    }
                    else if (m_isSitting)
                    {
                        animName = characterAnimations[(int)AnimationType.SitIdle].name;
                    }
                    else if (m_isCrouching)
                    {
                        animName = characterAnimations[(int)AnimationType.CrouchIdle].name;
                    }
                    else
                    {
                        animName = characterAnimations[(int)AnimationType.Idle].name;
                    }
                    break;
                case AnimStates.Turning:
                    if (m_turnDir == TurningType.ClockWise)
                    {
                        animName = characterAnimations[(int)AnimationType.Turn].name;
                    }
                    else if (m_turnDir == TurningType.CClockWise)
                    {
                        animName = characterAnimations[(int)AnimationType.Turn].name;
                    }
                    break;
                case AnimStates.Falling:
                    animName = characterAnimations[(int)AnimationType.Fall].name;
                    break;
                case AnimStates.MovingForward:
                    if (m_isCrouching)
                    {
                        animName = characterAnimations[(int)AnimationType.Sneak].name;
                        m_animComponent.animation["Sneak"].speed = 1.0f;
                    }
                    else
                    {
                        animName = characterAnimations[(int)AnimationType.Run].name;
                        m_animComponent.animation["Run"].speed = 1.0f;
                    }
                    break;
                case AnimStates.MovingBackward:
                    if (m_isCrouching)
                    {
                        animName = characterAnimations[(int)AnimationType.Sneak].name;
                        m_animComponent.animation["Sneak"].speed = -1.0f;
                    }
                    else
                    {
                        animName = characterAnimations[(int)AnimationType.Run].name;
                        m_animComponent.animation["Run"].speed = -1.0f;
                    }
                    break;
            }

            if (m_curAnimName != animName)
            {
                m_animComponent.Play(animName);
                m_curAnimName = animName;
            }
        }
コード例 #6
0
ファイル: Avatar.cs プロジェクト: uNetti/EQBrowser
 public void Jump()
 {
     if (m_curAnimTransition == AnimTransitions.None)
     {
         m_curAnimTransition = AnimTransitions.Jumping;
     }
 }