public override void GetDeadAnimation() { if (!CheckState("Dead")) { CurAnimator.SetBool("BDead", true); } }
public override void SetBlockAnimation() { //只有在IDLE状态下才能防御 if (CheckState("EqipMove")) { //根据防御键状态来判定是否触发防御动画 CurAnimator.SetBool("Block", _player.Controller.BDefense); //按下防御键权重插值到1 if (_player.Controller.BDefense) { SetAnimLayerWeight("Defense", 1, 0.2f); } //松开防御键权重插值回0 else { SetAnimLayerWeight("Defense", 0, 0.2f); } } //其他动画状态权重都会拉回0 else { //权重插值回0 SetAnimLayerWeight("Defense", 0, 0.3f); } }
public override void ChangeActionState() { if (_player.Controller.GetSelect1()) { if (CheckState("UneqipMove")) { CurAnimator.SetTrigger("ToEqip"); CurAnimator.SetBool("B_Eqip", true); } else if (CheckState("EqipMove")) { CurAnimator.SetTrigger("ToUnEqip"); CurAnimator.SetBool("B_Eqip", false); } } }