public bool MoveAction(CharacterMovementEnum charMove) { if (actionCancellable) { Debug.Log("Move Action"); actionCancellable = false; inAction = true; animator.SetInteger("nextState", (int)charMove); switch (charMove) { case CharacterMovementEnum.StepBackward: animator.Play("stepBackward"); //anim.SetTrigger("stepBackward"); break; case CharacterMovementEnum.StepForward: animator.Play("stepForward"); //anim.SetTrigger("stepForward"); break; case CharacterMovementEnum.StepChest: animator.Play("stepChest"); //anim.SetTrigger("stepChest"); break; case CharacterMovementEnum.StepSpine: animator.Play("stepSpine"); break; case CharacterMovementEnum.DashBackward: animator.Play("dashBackward"); break; case CharacterMovementEnum.DashForward: animator.Play("dashForward"); break; case CharacterMovementEnum.SideStepChest: animator.Play("sideStepChest"); break; case CharacterMovementEnum.SideStepSpine: animator.Play("sideStepSpine"); break; } return(true); } return(false); }
public static ushort GetDirection(this CharacterMovementEnum value) { return((ushort)((ushort)value & MovementDirectionMask)); }
public static ushort GetSpeed(this CharacterMovementEnum value) { return((ushort)((ushort)value & MovementSpeedMask)); }
public static ushort GetMode(this CharacterMovementEnum value) { return((ushort)((ushort)value & MovementTypeMask)); }
public bool MoveAction(CharacterMovementEnum charMove, GameObject target) { if (actionCancellable) { Debug.Log("Move Action"); actionCancellable = false; inAction = true; currentState = (int)charMove; elapsedTime = 0f; elapsedFrame = 0; startPosition = transform.position; startDirectionForward = transform.rotation; endPosition = startPosition + startDirectionForward * movementSet[currentState].localMovement; endPosition = target.transform.position + Vector3.Distance(startPosition, target.transform.position) * (endPosition - target.transform.position).normalized; this.target = target; switch (charMove) { case CharacterMovementEnum.StepBackward: animator.Play("stepBackward", 0, 0f); //anim.SetTrigger("stepBackward"); break; case CharacterMovementEnum.StepForward: animator.Play("stepForward", 0, 0f); //anim.SetTrigger("stepForward"); break; case CharacterMovementEnum.StepChest: animator.Play("stepChest", 0, 0f); //anim.SetTrigger("stepChest"); break; case CharacterMovementEnum.StepSpine: animator.Play("stepSpine", 0, 0f); break; case CharacterMovementEnum.DashBackward: animator.Play("dashBackward", 0, 0f); break; case CharacterMovementEnum.DashForward: animator.Play("dashForward", 0, 0f); break; case CharacterMovementEnum.SideStepChest: animator.Play("sideStepChest", 0, 0f); break; case CharacterMovementEnum.SideStepSpine: animator.Play("sideStepSpine", 0, 0f); break; } return(true); } return(false); }