public void UpdateAnimation(AnimChangeType type, AnimChangeState state) { switch (type) { case AnimChangeType.UNDERWATER: AnimationController["is_underwater"] = state != AnimChangeState.OFF; break; } }
public void UpdateAnimation(AnimChangeType type, AnimChangeState state) { switch (type) { case AnimChangeType.Underwater: animationController.SetBool("is_underwater", state != AnimChangeState.Off); break; } }
public void UpdateAnimation(AnimChangeType type, AnimChangeState state) { switch (type) { case AnimChangeType.UNDERWATER: AnimationController["is_underwater"] = state != AnimChangeState.OFF; break; case AnimChangeType.BENCH: AnimationController["cinematics_enabled"] = state != AnimChangeState.UNSET; AnimationController["bench_sit"] = state == AnimChangeState.ON; AnimationController["bench_stand_up"] = state == AnimChangeState.OFF; break; } }
public void UpdateAnimation(string playerId, AnimChangeType type, AnimChangeState state) { GameObject player = GetPlayerGameObject(playerId); GameObject playerView = player.transform.Find("player_view").gameObject; AnimationController controller = playerView.GetComponent <AnimationController>(); bool animationValue; switch (type) { case AnimChangeType.Underwater: animationValue = (state != AnimChangeState.Off); controller.SetBool("is_underwater", animationValue); break; } }
public void AnimationChange(AnimChangeType type, AnimChangeState state) { AnimationChangeEvent animEvent = new AnimationChangeEvent(packetSender.PlayerId, (int)type, (int)state); packetSender.Send(animEvent); }
public void AnimationChange(AnimChangeType type, AnimChangeState state) { AnimationChangeEvent animEvent = new AnimationChangeEvent(multiplayerSession.Reservation.PlayerId, (int)type, (int)state); packetSender.Send(animEvent); }