public override ControllState handleAnimation(BThirdPersonMotionSystem _BThirdPersonMotionSystem) { if(_BThirdPersonMotionSystem.stateTime < 0.5f){ _BThirdPersonMotionSystem.CrossFade("start_fly"); } else{ _BThirdPersonMotionSystem.CrossFade("fly"); } return this; }
protected void Initialize() { _BThirdPerson = gameObject.GetComponent<BThirdPerson>(); _BThirdPersonMotionSystem = gameObject.GetComponent<BThirdPersonMotionSystem>(); _BThirdPerson.controller = this; _BAudioPlayer = gameObject.GetComponent<BAudioPlayer>(); material = renderer.material; setSlotsHand(); }
public override ControllState handleAnimation(BThirdPersonMotionSystem _BThirdPersonMotionSystem) { return this; }
public override ControllState handleAnimation(BThirdPersonMotionSystem _BThirdPersonMotionSystem) { _BThirdPersonMotionSystem.Play("attack_sword_one_handed_b"); return this; }
public override ControllState handleAnimation(BThirdPersonMotionSystem _BThirdPersonMotionSystem) { _BThirdPersonMotionSystem.CrossFade("stand_up_from_sit"); return this; }
public override ControllState handleAnimation(BThirdPersonMotionSystem _BThirdPersonMotionSystem) { _BThirdPersonMotionSystem.CrossFade("jump"); return this; }
public override ControllState handleAnimation(BThirdPersonMotionSystem _BThirdPersonMotionSystem) { _BThirdPersonMotionSystem.Play("get_hit"); return this; }
public override ControllState handleAnimation(BThirdPersonMotionSystem _BThirdPersonMotionSystem) { _BThirdPersonMotionSystem.Loop("stand_up"); return this; }
public abstract ControllState handleAnimation(BThirdPersonMotionSystem _BThirdPersonMotionSystem);