public void Initialize(IGameInterface gameInterface, int creatureId, int animationId) { this.gameInterface = gameInterface; this.CreatureId = creatureId; this.AnimateState = AnimateStates.Idle; icon1 = AssetManager.Instance().InstantiateIconGO(this.transform, animationId, 1); icon2 = AssetManager.Instance().InstantiateIconGO(this.transform, animationId, 2); icon3 = AssetManager.Instance().InstantiateIconGO(this.transform, animationId, 3); var box = this.gameObject.AddComponent <BoxCollider>(); box.size = new Vector3(2.0f, 2.0f, 2.0f); box.center = new Vector3(0f, 1f, 0f); }
public void SetAnimateState(AnimateStates state) { switch (state) { case AnimateStates.Idle: this.transform.localRotation = new Quaternion(0, 1.0f, 0, 0); break; case AnimateStates.Dying: this.transform.localRotation = new Quaternion(0, 1.0f, 0, 0); dyingStartTimestamp = Time.time; icon1.SetActive(false); icon2.SetActive(true); icon3.SetActive(false); break; case AnimateStates.WalkLeft: this.transform.localRotation = new Quaternion(0, -0.7f, 0, 0.7f); break; case AnimateStates.WalkRight: this.transform.localRotation = new Quaternion(0, 0.7f, 0, 0.7f); break; case AnimateStates.WalkUp: this.transform.localRotation = new Quaternion(0, 0f, 0, 0); break; case AnimateStates.WalkDown: this.transform.localRotation = new Quaternion(0, 1.0f, 0, 0); break; default: break; } this.AnimateState = state; }