예제 #1
0
    /// <summary>
    /// 攻撃アニメーションの時に一瞬描画順を変える処理
    /// </summary>
    /// <param name="animtype"></param>
    public void AttackAnimOrderInLayer(AnimState.AnimType animtype)
    {
        if (_attackStart)
        {
            return;
        }

        switch (animtype)
        {
        case AnimState.AnimType.SWORDATTACK_LEFT:
            //RightArm
            gameObject.transform.GetChild(9).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder             = 10;
            gameObject.transform.GetChild(9).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 10;
            gameObject.transform.GetChild(9).GetChild(0).GetComponent <SpriteMeshAnimation>().frame             = 0;
            gameObject.transform.GetChild(9).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame = 0;
            break;

        case AnimState.AnimType.SWORDATTACK_RIGHT:
            //剣
            gameObject.transform.GetChild(4).GetComponent <SpriteRenderer>().sortingOrder = 10;
            //LeftArm
            gameObject.transform.GetChild(7).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder             = 10;
            gameObject.transform.GetChild(7).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 10;
            gameObject.transform.GetChild(7).GetChild(0).GetComponent <SpriteMeshAnimation>().frame             = 1;
            gameObject.transform.GetChild(7).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame = 1;
            break;

        default:
            break;
        }
        _attackStart = true;
    }
예제 #2
0
    /// <summary>
    /// AnimState.AnimTypeによって描画順を変更する処理
    /// </summary>
    private void StateOrderInLayer(AnimState.AnimType type)
    {
        switch (type)
        {
        case AnimState.AnimType.LEFTJUMP:
        case AnimState.AnimType.LEFTIDLE:
        case AnimState.AnimType.LEFT_WALK:
        case AnimState.AnimType.SWORDATTACK_LEFT:
        case AnimState.AnimType.LEFT_SUFFERDAMAGE:
        case AnimState.AnimType.LEFT_VAJURA:
        case AnimState.AnimType.LEFTBRINGPOT:
            //剣
            gameObject.transform.GetChild(4).GetComponent <SpriteRenderer>().sortingOrder = 10;
            //頭
            gameObject.transform.GetChild(5).GetComponent <SpriteMeshInstance>().sortingOrder = 6;
            gameObject.transform.GetChild(5).GetComponent <SpriteMeshAnimation>().frame       = 0;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 8;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(1).GetComponent <SpriteMeshInstance>().sortingOrder = 8;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame       = 0;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(1).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //首モフ
            gameObject.transform.GetChild(6).GetComponent <SpriteMeshAnimation>().frame = 0;
            //LeftArm
            gameObject.transform.GetChild(7).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder             = 0;
            gameObject.transform.GetChild(7).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 0;
            gameObject.transform.GetChild(7).GetChild(0).GetComponent <SpriteMeshAnimation>().frame             = 0;
            gameObject.transform.GetChild(7).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame = 0;
            //Stomach
            gameObject.transform.GetChild(8).GetComponent <SpriteMeshInstance>().sortingOrder = 4;
            gameObject.transform.GetChild(8).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //RightArm
            gameObject.transform.GetChild(9).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder             = 6;
            gameObject.transform.GetChild(9).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 10;
            gameObject.transform.GetChild(9).GetChild(0).GetComponent <SpriteMeshAnimation>().frame             = 0;
            gameObject.transform.GetChild(9).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame = 0;
            //Waist
            gameObject.transform.GetChild(10).GetComponent <SpriteMeshAnimation>().frame = 0;
            //LeftMant
            gameObject.transform.GetChild(11).GetComponent <SpriteMeshInstance>().sortingOrder = 0;
            gameObject.transform.GetChild(11).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //RightMant
            gameObject.transform.GetChild(12).GetComponent <SpriteMeshInstance>().sortingOrder = 4;
            gameObject.transform.GetChild(12).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //LeftThings
            gameObject.transform.GetChild(13).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(13).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //RightThings
            gameObject.transform.GetChild(14).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(14).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //LeftLeg
            gameObject.transform.GetChild(15).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(15).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //RightLeg
            gameObject.transform.GetChild(16).GetComponent <SpriteMeshInstance>().sortingOrder = 2;
            gameObject.transform.GetChild(16).GetComponent <SpriteMeshAnimation>().frame       = 0;
            break;

        case AnimState.AnimType.RIGHTJUMP:
        case AnimState.AnimType.RIGHTIDLE:
        case AnimState.AnimType.RIGHT_WALK:
        case AnimState.AnimType.SWORDATTACK_RIGHT:
        case AnimState.AnimType.RIGHT_SUFFERDAMAGE:
        case AnimState.AnimType.RIGHT_VAJURA:
        case AnimState.AnimType.RIGHTBRINGPOT:
            //剣
            gameObject.transform.GetChild(4).GetComponent <SpriteRenderer>().sortingOrder = 1;
            //頭
            gameObject.transform.GetChild(5).GetComponent <SpriteMeshInstance>().sortingOrder = 6;
            gameObject.transform.GetChild(5).GetComponent <SpriteMeshAnimation>().frame       = 1;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 8;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(1).GetComponent <SpriteMeshInstance>().sortingOrder = 8;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame       = 1;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(1).GetComponent <SpriteMeshAnimation>().frame       = 1;
            //首モフ
            gameObject.transform.GetChild(6).GetComponent <SpriteMeshAnimation>().frame = 1;
            //LeftArm
            gameObject.transform.GetChild(7).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder             = 10;
            gameObject.transform.GetChild(7).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 9;
            gameObject.transform.GetChild(7).GetChild(0).GetComponent <SpriteMeshAnimation>().frame             = 1;
            gameObject.transform.GetChild(7).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame = 1;
            //Stomach
            gameObject.transform.GetChild(8).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(8).GetComponent <SpriteMeshAnimation>().frame       = 1;
            //RightArm
            gameObject.transform.GetChild(9).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder             = 0;
            gameObject.transform.GetChild(9).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 0;
            gameObject.transform.GetChild(9).GetChild(0).GetComponent <SpriteMeshAnimation>().frame             = 1;
            gameObject.transform.GetChild(9).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame = 1;
            //Waist
            gameObject.transform.GetChild(10).GetComponent <SpriteMeshAnimation>().frame = 1;
            //LeftMant
            gameObject.transform.GetChild(11).GetComponent <SpriteMeshInstance>().sortingOrder = 4;
            gameObject.transform.GetChild(11).GetComponent <SpriteMeshAnimation>().frame       = 1;
            //RightMant
            gameObject.transform.GetChild(12).GetComponent <SpriteMeshInstance>().sortingOrder = 0;
            gameObject.transform.GetChild(12).GetComponent <SpriteMeshAnimation>().frame       = 1;
            //LeftThings
            gameObject.transform.GetChild(13).GetComponent <SpriteMeshInstance>().sortingOrder = 2;
            gameObject.transform.GetChild(13).GetComponent <SpriteMeshAnimation>().frame       = 1;
            //RightThings
            gameObject.transform.GetChild(14).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(14).GetComponent <SpriteMeshAnimation>().frame       = 1;
            //LeftLeg
            gameObject.transform.GetChild(15).GetComponent <SpriteMeshInstance>().sortingOrder = 3;
            gameObject.transform.GetChild(15).GetComponent <SpriteMeshAnimation>().frame       = 1;
            //RightLeg
            gameObject.transform.GetChild(16).GetComponent <SpriteMeshInstance>().sortingOrder = 2;
            gameObject.transform.GetChild(16).GetComponent <SpriteMeshAnimation>().frame       = 1;
            break;

        case AnimState.AnimType.LADDER_UP:
        case AnimState.AnimType.LADDER_DOWN:
            //剣
            gameObject.transform.GetChild(4).GetComponent <SpriteRenderer>().sortingOrder = 0;
            //頭
            gameObject.transform.GetChild(5).GetComponent <SpriteMeshInstance>().sortingOrder = 5;
            gameObject.transform.GetChild(5).GetComponent <SpriteMeshAnimation>().frame       = 2;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(1).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame       = 2;
            gameObject.transform.GetChild(5).GetChild(0).GetChild(1).GetComponent <SpriteMeshAnimation>().frame       = 2;
            //首モフ
            gameObject.transform.GetChild(6).GetComponent <SpriteMeshAnimation>().frame = 5;
            //LeftArm
            gameObject.transform.GetChild(7).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder             = 4;
            gameObject.transform.GetChild(7).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 3;
            gameObject.transform.GetChild(7).GetChild(0).GetComponent <SpriteMeshAnimation>().frame             = 2;
            gameObject.transform.GetChild(7).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame = 2;
            //Stomach
            gameObject.transform.GetChild(8).GetComponent <SpriteMeshInstance>().sortingOrder = 3;
            gameObject.transform.GetChild(8).GetComponent <SpriteMeshAnimation>().frame       = 2;
            //RightArm
            gameObject.transform.GetChild(9).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder             = 4;
            gameObject.transform.GetChild(9).GetChild(0).GetChild(0).GetComponent <SpriteMeshInstance>().sortingOrder = 3;
            gameObject.transform.GetChild(9).GetChild(0).GetComponent <SpriteMeshAnimation>().frame             = 2;
            gameObject.transform.GetChild(9).GetChild(0).GetChild(0).GetComponent <SpriteMeshAnimation>().frame = 2;
            //Waist
            gameObject.transform.GetChild(10).GetComponent <SpriteMeshAnimation>().frame = 2;
            //LeftMant
            gameObject.transform.GetChild(11).GetComponent <SpriteMeshInstance>().sortingOrder = 10;
            gameObject.transform.GetChild(11).GetComponent <SpriteMeshAnimation>().frame       = 2;
            //RightMant
            gameObject.transform.GetChild(12).GetComponent <SpriteMeshInstance>().sortingOrder = 4;
            gameObject.transform.GetChild(12).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //LeftThings
            gameObject.transform.GetChild(13).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(13).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //RightThings
            gameObject.transform.GetChild(14).GetComponent <SpriteMeshInstance>().sortingOrder = 1;
            gameObject.transform.GetChild(14).GetComponent <SpriteMeshAnimation>().frame       = 0;
            //LeftLeg
            gameObject.transform.GetChild(15).GetComponent <SpriteMeshInstance>().sortingOrder = 2;
            gameObject.transform.GetChild(15).GetComponent <SpriteMeshAnimation>().frame       = 2;
            //RightLeg
            gameObject.transform.GetChild(16).GetComponent <SpriteMeshInstance>().sortingOrder = 2;
            gameObject.transform.GetChild(16).GetComponent <SpriteMeshAnimation>().frame       = 2;

            break;
        }
        _attackStart = false;
    }
예제 #3
0
    /// <summary>
    /// アニメーションの状態変更処理
    /// </summary>
    /// <param name="type"></param>
    public void ChangeAnimatorState(AnimState.AnimType type)
    {
        StateOrderInLayer(type);
        switch (type)
        {
        case AnimState.AnimType.RIGHTJUMP:
            animstate.animtype = AnimState.AnimType.RIGHTJUMP;
            anim.SetBool("isRightJump", true);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.LEFTJUMP:
            animstate.animtype = AnimState.AnimType.LEFTJUMP;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", true);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.LEFTIDLE:
            animstate.animtype = AnimState.AnimType.LEFTIDLE;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", true);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.RIGHTIDLE:
            animstate.animtype = AnimState.AnimType.RIGHTIDLE;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", true);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.LEFT_WALK:
            animstate.animtype = AnimState.AnimType.LEFT_WALK;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", true);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", false);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", true);
            break;

        case AnimState.AnimType.RIGHT_WALK:
            animstate.animtype = AnimState.AnimType.RIGHT_WALK;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", true);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", false);
            pot_anim.SetBool("isRightMove", true);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.SWORDATTACK_LEFT:
            animstate.animtype = AnimState.AnimType.SWORDATTACK_LEFT;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isSordAttackLeft", true);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.SWORDATTACK_RIGHT:
            animstate.animtype = AnimState.AnimType.SWORDATTACK_RIGHT;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackRight", true);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.LEFT_VAJURA:
            animstate.animtype = AnimState.AnimType.LEFT_VAJURA;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", true);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.RIGHT_VAJURA:
            animstate.animtype = AnimState.AnimType.RIGHT_VAJURA;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", true);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.LADDER_UP:
            animstate.animtype = AnimState.AnimType.LADDER_UP;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", true);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.LADDER_DOWN:
            animstate.animtype = AnimState.AnimType.LADDER_DOWN;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", true);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            break;

        case AnimState.AnimType.LEFT_GETITEM:
            animstate.animtype = AnimState.AnimType.LEFT_GETITEM;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", true);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", false);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            pot_anim.SetBool("isPotDown", true);
            StartCoroutine(GetItemEffectWaitTime());
            break;

        case AnimState.AnimType.RIGHT_GETITEM:
            animstate.animtype = AnimState.AnimType.RIGHT_GETITEM;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", true);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", false);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            pot_anim.SetBool("isPotDown", true);
            StartCoroutine(GetItemEffectWaitTime());
            break;

        case AnimState.AnimType.LEFT_SUFFERDAMAGE:
            animstate.animtype = AnimState.AnimType.LEFT_SUFFERDAMAGE;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", true);
            anim.SetBool("isLeftSufferDamage", true);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", false);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            pot_anim.SetBool("isPotDown", false);
            break;

        case AnimState.AnimType.RIGHT_SUFFERDAMAGE:
            animstate.animtype = AnimState.AnimType.RIGHT_SUFFERDAMAGE;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", false);
            anim.SetBool("isRightGetItem", true);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", true);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", false);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            pot_anim.SetBool("isPotDown", false);
            break;

        case AnimState.AnimType.LEFTBRINGPOT:
            animstate.animtype = AnimState.AnimType.LEFTBRINGPOT;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", true);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", true);
            anim.SetBool("isRightBringPot", false);
            pot_anim.SetBool("isIdle", false);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            pot_anim.SetBool("isPotDown", true);
            break;

        case AnimState.AnimType.RIGHTBRINGPOT:
            animstate.animtype = AnimState.AnimType.RIGHTBRINGPOT;
            anim.SetBool("isRightJump", false);
            anim.SetBool("isLeftJump", false);
            anim.SetBool("isLeftWalk", false);
            anim.SetBool("isRightWalk", false);
            anim.SetBool("isLeftIdle", false);
            anim.SetBool("isRightIdle", false);
            anim.SetBool("isSordAttackLeft", false);
            anim.SetBool("isSordAttackRight", false);
            anim.SetBool("isLadderUp", false);
            anim.SetBool("isLeftGetItem", true);
            anim.SetBool("isRightGetItem", false);
            anim.SetBool("isLeftSufferDamage", false);
            anim.SetBool("isRightSufferDamage", false);
            anim.SetBool("isRightVajura", false);
            anim.SetBool("isLeftVajura", false);
            anim.SetBool("isLeftBringPot", false);
            anim.SetBool("isRightBringPot", true);
            pot_anim.SetBool("isIdle", false);
            pot_anim.SetBool("isRightMove", false);
            pot_anim.SetBool("isLeftMove", false);
            pot_anim.SetBool("isPotDown", true);
            break;
        }
    }