/** * 改变状态 */ private void changeStatus() { PlayerStatus ps = pc.status; if (ps.isOnGround && !ps.isWalking && !ps.isDown && !ps.isLookUp && !ps.isShooting) { status = PlayerAnimStatus.Idle; } else if (ps.isOnGround && ps.isWalking && !ps.isDown && !ps.isLookUp && !ps.isShooting) { status = PlayerAnimStatus.Walk; } else if (!ps.isOnGround && !ps.isDown && !ps.isLookUp && !ps.isShooting) { status = PlayerAnimStatus.Jump; } else if (ps.isOnGround && !ps.isWalking && ps.isDown && !ps.isLookUp && !ps.isShooting) { status = PlayerAnimStatus.Down; } else if (ps.isOnGround && ps.isWalking && ps.isDown && !ps.isLookUp && !ps.isShooting) { status = PlayerAnimStatus.DownWalk; } else if (ps.isOnGround && !ps.isWalking && !ps.isDown && !ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.IdleShoot; } else if (ps.isOnGround && !ps.isWalking && !ps.isDown && ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.IdleUpShoot; } else if (ps.isOnGround && ps.isWalking && !ps.isDown && !ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.WalkShoot; } else if (ps.isOnGround && ps.isWalking && !ps.isDown && ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.WalkUpShoot; } else if (!ps.isOnGround && !ps.isDown && !ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.JumpShoot; } else if (!ps.isOnGround && ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.JumpUpShoot; } else if (!ps.isOnGround && ps.isDown && !ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.JumpDownShoot; } else if (ps.isOnGround && !ps.isWalking && ps.isDown && !ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.DownShoot; } else if (ps.isOnGround && ps.isWalking && ps.isDown && !ps.isLookUp && ps.isShooting) { status = PlayerAnimStatus.DownWalkShoot; } else if (ps.isOnGround) { status = PlayerAnimStatus.Idle; } else if (!ps.isOnGround) { status = PlayerAnimStatus.Jump; } }
private void Awake() { pc = GetComponent <PlayerController>(); status = PlayerAnimStatus.Idle; }