public void SetIdle(BaseWeapon.AttackType type) { switch (type) { case BaseWeapon.AttackType.PUNCH: if (HasShield) { _animator.SetFloat("IdleStance", 3); } else { _animator.SetFloat("IdleStance", 0); } break; case BaseWeapon.AttackType.STAB: _animator.SetFloat("IdleStance", 1); break; case BaseWeapon.AttackType.SLASH: _animator.SetFloat("IdleStance", 2); break; default: _animator.SetFloat("IdleStance", 0); break; } }
/// <summary> /// Set the correct animation based on the direction /// </summary> /// <param name="attackType"></param> /// <param name="direction"></param> public void Attack(BaseWeapon.AttackType attackType, Direction direction) { if (attackType == BaseWeapon.AttackType.SLASH && (direction == Direction.LEFT || direction == Direction.RIGHT)) { _animator.SetTrigger("SLASH" + direction); } else { _animator.SetTrigger(attackType.ToString()); } }