void switchAnimation( ) { Animator anim = gameObject.GetComponent <Animator>( ); resetAnimation( ); switch (_state) { case STATE.STATE_RUN: anim.SetBool("isRun", true); break; case STATE.STATE_HOVER: anim.SetBool("isHover", true); break; case STATE.STATE_JUMP: anim.SetBool("isJump", true); break; case STATE.STATE_FALL: anim.SetBool("isFall", true); break; case STATE.STATE_LAND: anim.SetBool("isLand", true); break; case STATE.STATE_TURBO: anim.SetBool("isTurbo", true); se.playSE(( int )SEManager.SE.SE_TRUBO); break; case STATE.STATE_REVERSAL: anim.SetBool("isReversal", true); se.playSE(( int )SEManager.SE.SE_GRAVITY); break; case STATE.STATE_CRASH: anim.SetBool("isHoverCrash", true); anim.SetBool("isCrash", true); break; default: resetAnimation( ); break; } }
public void onStartButtonClicked() { gameStart(); seManager.playSE(seManager.buttonSE); }