private void UpdateState(HumanBodyStates state) { this.ParentCharacter.MyAnimator.SetBool("IsResting", false); switch (state) { case HumanBodyStates.WalkForward: this.ParentCharacter.CurrentAnimState = new HumanAnimStateGoForward(this); break; case HumanBodyStates.CrouchIdle: this.ParentCharacter.CurrentAnimState = new HumanAnimStateSneakIdle(this); break; } }
private void UpdateState(HumanBodyStates state) { //Debug.Log("leaving go forward state, going to " + state); switch (state) { case HumanBodyStates.StandIdle: this.ParentCharacter.CurrentAnimState = new HumanAnimStateIdle(this); break; case HumanBodyStates.CrouchWalk: this.ParentCharacter.CurrentStance = HumanStances.Crouch; this.ParentCharacter.CurrentAnimState = new HumanAnimStateSneakForward(this); break; } }
private void UpdateState(HumanBodyStates state) { switch (state) { case HumanBodyStates.WalkForward: this.ParentCharacter.CurrentAnimState = new HumanAnimStateGoForward(this); break; case HumanBodyStates.StandIdle: this.ParentCharacter.CurrentAnimState = new HumanAnimStateIdle(this); break; case HumanBodyStates.CrouchIdle: this.ParentCharacter.CurrentAnimState = new HumanAnimStateSneakIdle(this); break; } }
private void UpdateState(HumanBodyStates state) { switch(state) { case HumanBodyStates.WalkForward: this.ParentCharacter.CurrentAnimState = new HumanAnimStateGoForward(this); break; case HumanBodyStates.CrouchIdle: this.ParentCharacter.CurrentAnimState = new HumanAnimStateSneakIdle(this); break; } }
private void UpdateState(HumanBodyStates state) { }
private void UpdateState(HumanBodyStates state) { switch(state) { case HumanBodyStates.StandIdle: this.ParentCharacter.CurrentAnimState = new HumanAnimStateIdle(this); break; case HumanBodyStates.CrouchWalk: this.ParentCharacter.CurrentStance = HumanStances.Crouch; this.ParentCharacter.CurrentAnimState = new HumanAnimStateSneakForward(this); break; } }
private void UpdateState(HumanBodyStates state) { //Debug.Log("leaving go forward state, going to " + state); switch(state) { case HumanBodyStates.StandIdle: this.ParentCharacter.CurrentAnimState = new HumanAnimStateIdle(this); break; case HumanBodyStates.CrouchWalk: this.ParentCharacter.CurrentStance = HumanStances.Crouch; this.ParentCharacter.CurrentAnimState = new HumanAnimStateSneakForward(this); break; } }