void ChangeEmote(bool isPositive, float forward, float right) { if (isPositive) { if (currentDirection == Direction.Right) { currentEmote = PlayerEmotes.Admire; anim.SetTrigger("Admire"); } else if (currentDirection == Direction.Left) { currentEmote = PlayerEmotes.Surprise; anim.SetTrigger("Surprise"); } else if (currentDirection == Direction.Up) { currentEmote = PlayerEmotes.Joy; anim.SetTrigger("Joy"); } else if (currentDirection == Direction.Down) { currentEmote = PlayerEmotes.Fear; anim.SetTrigger("Fear"); } } else { if (currentDirection == Direction.Right) { currentEmote = PlayerEmotes.Anger; anim.SetTrigger("Anger"); } else if (currentDirection == Direction.Left) { currentEmote = PlayerEmotes.Intimidation; anim.SetTrigger("Intimidation"); } else if (currentDirection == Direction.Up) { currentEmote = PlayerEmotes.Sorrow; anim.SetTrigger("Sorrow"); } else if (currentDirection == Direction.Down) { currentEmote = PlayerEmotes.Pity; anim.SetTrigger("Pity"); } } if (currentEnemy != null) { currentEnemy.EmoteHit(currentEmote); } bEmoteTimer = true; }
void ResetEmote() { currentEmote = PlayerEmotes.None; }