public void SetHeroState(HeroState state, params object[] param) { switch (state) { case HeroState.Idle: PlayAnim(AnimParamType.Bool, "run", false); break; case HeroState.MoveTo: this.aimPos = (Vector3)param[0]; PlayAnim(AnimParamType.Bool, "run", true); break; case HeroState.Attack: selectEnemyUnit = param[0] as Unit; break; case HeroState.PutEye: this.aimPos = (Vector3)param[0]; PlayAnim(AnimParamType.Bool, "run", true); break; case HeroState.SkillMoveTo: this.aimPos = (Vector3)param[0]; currentSkill = param[2] as SkillCommoand; PlayAnim(AnimParamType.Bool, "run", true); break; default: break; } heroState = state; }
public SkillMoveToCommoand(HeroUnit unit, Vector3 pos, float distance, SkillCommoand commoand) : base(unit, pos) { this.distance = distance; this.commoand = commoand; }