// Coroutines public IEnumerator EndAnimationCoroutine(float arg_time, CharacterAnimStateEnum arg_animState) { if ( characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Melee_jump) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Melee_jump_up) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Melee_jump_up_diagonal) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Melee_jump_down) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Melee_jump_down_diagonal) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Shoot_jump) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Shoot_jump_up) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Shoot_jump_up_diagonal) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Shoot_jump_down) || characterScript.GetCharacter().GetAnimState().Equals(CharacterAnimStateEnum.Chara_Shoot_jump_down_diagonal) ) { // Touch Ground if (characterScript.GetGroundChecker().GetIsColliding()) { yield break; } } yield return(new WaitForSeconds(arg_time)); SetAnimation(arg_animState); }
// Jump melee & shoot actions private void JumpMeleeShootActions(CharacterAnimStateEnum arg_animState) { // Melee Jump if (Input.GetButtonDown("Gamepad_Melee") && ReturnVerticalInput() > 0 && ReturnHorizontalInput() != 0) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Melee_jump_up_diagonal); animManager.SetAnimStateAfterJumpAttack(arg_animState); } else if (Input.GetButtonDown("Gamepad_Melee") && ReturnVerticalInput() < 0 && ReturnHorizontalInput() != 0) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Melee_jump_down_diagonal); animManager.SetAnimStateAfterJumpAttack(arg_animState); } else if (Input.GetButtonDown("Gamepad_Melee") && ReturnVerticalInput() > 0) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Melee_jump_up); animManager.SetAnimStateAfterJumpAttack(arg_animState); } else if (Input.GetButtonDown("Gamepad_Melee") && ReturnVerticalInput() < 0) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Melee_jump_down); animManager.SetAnimStateAfterJumpAttack(arg_animState); } else if (Input.GetButtonDown("Gamepad_Melee")) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Melee_jump); animManager.SetAnimStateAfterJumpAttack(arg_animState); } // Shoot Jump if (Input.GetButtonDown("Gamepad_Shoot") && ReturnVerticalInput() > 0 && ReturnHorizontalInput() != 0) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Shoot_jump_up_diagonal); animManager.SetAnimStateAfterJumpAttack(arg_animState); } else if (Input.GetButtonDown("Gamepad_Shoot") && ReturnVerticalInput() < 0 && ReturnHorizontalInput() != 0) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Shoot_jump_down_diagonal); animManager.SetAnimStateAfterJumpAttack(arg_animState); } else if (Input.GetButtonDown("Gamepad_Shoot") && ReturnVerticalInput() > 0) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Shoot_jump_up); animManager.SetAnimStateAfterJumpAttack(arg_animState); } else if (Input.GetButtonDown("Gamepad_Shoot") && ReturnVerticalInput() < 0) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Shoot_jump_down); animManager.SetAnimStateAfterJumpAttack(arg_animState); } else if (Input.GetButtonDown("Gamepad_Shoot")) { animManager.SetAnimation(CharacterAnimStateEnum.Chara_Shoot_jump); animManager.SetAnimStateAfterJumpAttack(arg_animState); } }
// Change Animation and state public void SetAnimation(CharacterAnimStateEnum arg_charaAnimStateEnum) { if (characterScript.GetCharacter().GetAnimState() == arg_charaAnimStateEnum) { return; } animator.Play(arg_charaAnimStateEnum.ToString()); characterScript.GetCharacter().SetAnimState(arg_charaAnimStateEnum); }
// Setters public void SetAnimState(CharacterAnimStateEnum arg_animState) { animState = arg_animState; }
// Setters public void SetAnimStateAfterJumpAttack(CharacterAnimStateEnum arg_animStateAfterJumpAttack) { animStateAfterJumpAttack = arg_animStateAfterJumpAttack; }