public void AnimationKillCaller(DamagedBodyPart bpart) { StopAllCoroutines(); npcAnimator.enabled = true; Material[] mats = new Material[] { blockTransparent, blockFader }; skinmesh.materials = mats; //materials[0] = blockTransparent; // make the interior transparent //skinmesh.sharedMaterials[0] = blockTransparent; //blockFader.SetTexture = blockFader_texture; switch (bpart) { case DamagedBodyPart.Head: StartCoroutine(ActivateTrigger("killHead")); break; case DamagedBodyPart.Chest: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; case DamagedBodyPart.LowerLegL: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; case DamagedBodyPart.UpperLegL: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; case DamagedBodyPart.LowerLegR: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; case DamagedBodyPart.UpperLegR: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; case DamagedBodyPart.LowerArmL: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; case DamagedBodyPart.UpperArmL: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; case DamagedBodyPart.LowerArmR: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; case DamagedBodyPart.UpperArmR: StartCoroutine(ActivateTrigger("killHead")); // call one if none found break; } }
public void AnimationHurtCaller(DamagedBodyPart bpart) //-- call the animator for hurt { npcAnimator.enabled = true; print("Hurt animation"); //switch (bpart) { // // case DamagedBodyPart.Chest: // // print ("Called chest trigger"); // StartCoroutine (ActivateHurtTrigger ("hurtChest")); // break; // // StartCoroutine (ActivateHurtTrigger ("hurtChest")); // call one if none found // //} StartCoroutine(ActivateHurtTrigger("hurtChest")); // call one if none found }