void Start() { moveCtrfl = GetComponent <T2.MoveCtrl>(); basicAttack = GetComponent <T2.BasicAttack>(); moveCtrfl = GetComponent <T2.MoveCtrl>(); animator = GetComponentInChildren <Animator>(); mgr = GetComponent <T2.Manager>(); trPlayerModel = GameObject.FindGameObjectWithTag(Tags.PlayerModel).transform; fSpeed = moveCtrfl.GetMoveSpeed(); }
void Update() { moveFlag = moveCtrfl.GetMoveFlag(); moveState = moveCtrfl.GetMoveState(); fSpeed = moveCtrfl.GetMoveSpeed(); if (mgr.GetState() != T2.Manager.State.Skill) { if (moveState == T2.MoveCtrl.MoveState.Stop) { animator.SetBool("bIdle", true); } else if (moveFlag.forward || moveFlag.backward || moveFlag.right || moveFlag.left) { animator.SetBool("bIdle", false); animator.SetFloat("fSpeed", fSpeed); } } else { animator.SetBool("bIdle", false); animator.SetFloat("fSpeed", fSpeed); } #region <레거시 애니메이션> ////run상태 이동, //if(moveState == T2.MoveCtrl.MoveState.Run) //{ // if (moveFlag.forward) _animation.CrossFade(anim.aimForward.name, 0.15f); // else if (moveFlag.backward) _animation.CrossFade(anim.aimBackward.name, 0.15f); // else if (moveFlag.right) _animation.CrossFade(anim.aimRight.name, 0.15f); // else if (moveFlag.left) _animation.CrossFade(anim.aimLeft.name, 0.15f); // else _animation.CrossFade(anim.idle.name, 0.15f); // if (basicAttack.isFire()) // { // _animation.Play(anim.normalAttack.name); // } //} ////sprint상태 이동, //else if (moveState == T2.MoveCtrl.MoveState.Sprint) //{ // if (moveFlag.forward) _animation.CrossFade(anim.runForward.name, 0.15f); // else if (moveFlag.backward) _animation.CrossFade(anim.runForward.name, 0.15f); // else if (moveFlag.right) _animation.CrossFade(anim.runForward.name, 0.15f); // else if (moveFlag.left) _animation.CrossFade(anim.runForward.name, 0.15f); // else _animation.CrossFade(anim.idle.name, 0.15f); //} ////이동상태 이외인 경우 ex(스킬 등의 애니메이션들) //else //{ // if (basicAttack.isFire()) // { // _animation.CrossFade(anim.normalAttack.name, 0.15f); // } // //idle상태 // else // _animation.CrossFade(anim.idle.name, 0.15f); //} #endregion }