// Update is called once per frame void Update () { if (GameController.state == GameState.Menul) { _animationState = GameAnimationState.Idel; } else if (GameController.state == GameState.Playing) { _animationState = GameAnimationState.Run; if (_playerMove.nowIndex<_playerMove.targetIndex) { _animationState = GameAnimationState.TurnRight; } if (_playerMove.nowIndex > _playerMove.targetIndex) { _animationState = GameAnimationState.TurnLeft; } if (_playerMove.isSlide) { _animationState = GameAnimationState.Swap; } if (_playerMove.isJump) { _animationState = GameAnimationState.Jump; } } else if(GameController.state == GameState.End) { _animationState = GameAnimationState.death; } //播放声音 if (_animationState == GameAnimationState.Run) { if (!Music_footStep.isPlaying) { Music_footStep.Play(); } } else if (Music_footStep.isPlaying) { Music_footStep.Stop(); } }
// Update is called once per frame void Update() { if (GameController.state == GameState.Menul) { _animationState = GameAnimationState.Idel; } else if (GameController.state == GameState.Playing) { _animationState = GameAnimationState.Run; if (_playerMove.nowIndex < _playerMove.targetIndex) { _animationState = GameAnimationState.TurnRight; } if (_playerMove.nowIndex > _playerMove.targetIndex) { _animationState = GameAnimationState.TurnLeft; } if (_playerMove.isSlide) { _animationState = GameAnimationState.Swap; } if (_playerMove.isJump) { _animationState = GameAnimationState.Jump; } } else if (GameController.state == GameState.End) { _animationState = GameAnimationState.death; } //播放声音 if (_animationState == GameAnimationState.Run) { if (!Music_footStep.isPlaying) { Music_footStep.Play(); } } else if (Music_footStep.isPlaying) { Music_footStep.Stop(); } }