public void ChangeAnimation (QueryChanAnimationType animNumber)
	{

		switch (animNumber)
		{
		case QueryChanAnimationType.FLY_STRAIGHT:
		case QueryChanAnimationType.FLY_TORIGHT:
		case QueryChanAnimationType.FLY_TOLEFT:
		case QueryChanAnimationType.FLY_UP:
			changeHandPart (QueryChanHandType.PAPER);
			this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE);
			break;

		case QueryChanAnimationType.FLY_ITEMGET:
		case QueryChanAnimationType.FLY_ITEMGET_LOOP:
			changeHandPart (QueryChanHandType.STONE);
			this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHOPEN);
			break;

		case QueryChanAnimationType.FLY_DAMAGE:
			changeHandPart (QueryChanHandType.NORMAL);
			this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN_MID);
			break;

		case QueryChanAnimationType.FLY_DISAPPOINTMENT:
		case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP:
			changeHandPart (QueryChanHandType.STONE);
			this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SAD_EYECLOSE_MOUTHOPEN);
			break;

		case QueryChanAnimationType.AOQ_Idle:
		case QueryChanAnimationType.AOQ_WALK:
		case QueryChanAnimationType.AOQ_WARP:
		case QueryChanAnimationType.AOQ_REST_A:
		case QueryChanAnimationType.AOQ_REST_B:
			this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.COLD);
			break;

		case QueryChanAnimationType.AOQ_HIT:
			this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.Guruguru);
			break;

		default:
			changeHandPart (QueryChanHandType.NORMAL);
			this.GetComponent<QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE);
			break;
		}
		

		List<string> targetAnimations = new List<string>();
		foreach (AnimationState targetState in queryBodyParts.GetComponent<Animation>())
		{
			targetAnimations.Add(targetState.name);
		}
		targetAnimations.Sort();

		queryBodyParts.GetComponent<Animation>().CrossFade(targetAnimations[(int)animNumber]);

	}
예제 #2
0
    public void ChangeAnimation(QueryChanAnimationType animNumber)
    {
        switch (animNumber)
        {
        case QueryChanAnimationType.FLY_STRAIGHT:
        case QueryChanAnimationType.FLY_TORIGHT:
        case QueryChanAnimationType.FLY_TOLEFT:
        case QueryChanAnimationType.FLY_UP:
            changeHandPart(QueryChanHandType.PAPER);
            this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE);
            break;

        case QueryChanAnimationType.FLY_ITEMGET:
        case QueryChanAnimationType.FLY_ITEMGET_LOOP:
            changeHandPart(QueryChanHandType.STONE);
            this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHOPEN);
            break;

        case QueryChanAnimationType.FLY_DAMAGE:
            changeHandPart(QueryChanHandType.NORMAL);
            this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN_MID);
            break;

        case QueryChanAnimationType.FLY_DISAPPOINTMENT:
        case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP:
            changeHandPart(QueryChanHandType.STONE);
            this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SAD_EYECLOSE_MOUTHOPEN);
            break;

        case QueryChanAnimationType.AOQ_Idle:
        case QueryChanAnimationType.AOQ_WALK:
        case QueryChanAnimationType.AOQ_WARP:
        case QueryChanAnimationType.AOQ_REST_A:
        case QueryChanAnimationType.AOQ_REST_B:
            this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.COLD);
            break;

        case QueryChanAnimationType.AOQ_HIT:
            this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.Guruguru);
            break;

        default:
            changeHandPart(QueryChanHandType.NORMAL);
            this.GetComponent <QueryEmotionalController>().ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE);
            break;
        }


        List <string> targetAnimations = new List <string>();

        foreach (AnimationState targetState in queryBodyParts.GetComponent <Animation>())
        {
            targetAnimations.Add(targetState.name);
        }
        targetAnimations.Sort();

        queryBodyParts.GetComponent <Animation>().CrossFade(targetAnimations[(int)animNumber]);
    }
    public void ChangeAnimation(QueryChanAnimationType type)
    {
        if (myAnimator.GetBool (CHANGE_TURN_ANIM)) {
            return;
        }

        switch (type) {
            case QueryChanAnimationType.Right:
                ResetBoolKeys ();
                myAnimator.SetBool ("is_right", true);
                break;
            case QueryChanAnimationType.Left:
                ResetBoolKeys ();
                myAnimator.SetBool ("is_left", true);
                break;
            case QueryChanAnimationType.Straight:
                ResetBoolKeys ();
                myAnimator.SetBool ("is_straight", true);
                break;
            case QueryChanAnimationType.GetItem:
                ResetBoolKeys ();
                string getFlagName = "is_get";
                myAnimator.SetBool (getFlagName, true);
                StartCoroutine (UnSetAnimationFlag (getFlagName, 0.5f));
                break;
            case QueryChanAnimationType.Win:
                ResetBoolKeys ();
                string winFlagName = "is_win";
                myAnimator.SetBool (winFlagName, true);
                StartCoroutine (UnSetAnimationFlag (winFlagName, 0.5f));
                break;
            case QueryChanAnimationType.Lose:
                ResetBoolKeys ();
                string loseFlagName = "is_lose";
                myAnimator.SetBool (loseFlagName, true);
                StartCoroutine (UnSetAnimationFlag (loseFlagName, 0.5f));
                break;
            case QueryChanAnimationType.ReturnBack:
                ResetBoolKeys ();
                string retutnFlagName = "is_return_back";
                myAnimator.SetBool (retutnFlagName, true);
                StartCoroutine (UnSetAnimationFlag (retutnFlagName, 0.5f));
                break;
            case QueryChanAnimationType.ChangeTurn:
                ResetBoolKeys ();
                myAnimator.SetBool (CHANGE_TURN_ANIM, true);
                StartCoroutine (UnSetAnimationFlag (CHANGE_TURN_ANIM, 1.0f));
                break;
            default:
                break;
        }
    }
    public void ChangeAnimation(QueryChanAnimationType animNumber)
    {
        switch (animNumber)
        {
        case QueryChanAnimationType.FLY_STRAIGHT:
        case QueryChanAnimationType.FLY_TORIGHT:
        case QueryChanAnimationType.FLY_TOLEFT:
        case QueryChanAnimationType.FLY_UP:
            changeHandPart (QueryChanHandType.PAPER);
            break;

        case QueryChanAnimationType.FLY_ITEMGET:
        case QueryChanAnimationType.FLY_ITEMGET_LOOP:
            changeHandPart (QueryChanHandType.STONE);
            break;

        case QueryChanAnimationType.FLY_DAMAGE:
            changeHandPart (QueryChanHandType.NORMAL);
            break;

        case QueryChanAnimationType.FLY_DISAPPOINTMENT:
        case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP:
            changeHandPart (QueryChanHandType.STONE);
            break;

        default:
            changeHandPart (QueryChanHandType.NORMAL);
            break;
        }

        List<string> targetAnimations = new List<string>();
        foreach (AnimationState targetState in queryBodyParts.animation)
        {
            targetAnimations.Add(targetState.name);
        }
        targetAnimations.Sort();

        queryBodyParts.animation.CrossFade(targetAnimations[(int)animNumber]);
    }
	public void ChangeAnimation (QueryChanAnimationType animNumber, bool isChangeMechanimState=true)
	{

		var emoControl = this.GetComponent<QueryEmotionalController>();

		switch (animNumber)
		{
		case QueryChanAnimationType.FLY_STRAIGHT:
		case QueryChanAnimationType.FLY_TORIGHT:
		case QueryChanAnimationType.FLY_TOLEFT:
		case QueryChanAnimationType.FLY_UP:
			changeHandPart (QueryChanHandType.PAPER);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE);
			break;

		case QueryChanAnimationType.FLY_ITEMGET:
		case QueryChanAnimationType.FLY_ITEMGET_LOOP:
			changeHandPart (QueryChanHandType.STONE);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHOPEN);
			break;

		case QueryChanAnimationType.FLY_DAMAGE:
			changeHandPart (QueryChanHandType.NORMAL);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN_MID);
			break;

		case QueryChanAnimationType.FLY_DISAPPOINTMENT:
		case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP:
			changeHandPart (QueryChanHandType.STONE);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SAD_EYECLOSE_MOUTHOPEN);
			break;

		// attack 

		case QueryChanAnimationType.AOQ_Idle:
		case QueryChanAnimationType.AOQ_WALK:
		case QueryChanAnimationType.AOQ_REST_A:
		case QueryChanAnimationType.AOQ_REST_B:
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.COLD);
			break;

		case QueryChanAnimationType.AOQ_HIT:
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.Guruguru);
			break;

		// Haloween

		case QueryChanAnimationType.HW_TrickOrTreat:
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN);
			break;

		// Christmas

		case QueryChanAnimationType.CH_Idle:
			changeHandPart (QueryChanHandType.NORMAL);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYEOPEN_MOUTHCLOSE);
			break;

		case QueryChanAnimationType.CH_Dance:
			changeHandPart (QueryChanHandType.NORMAL);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYEOPEN_MOUTHOPEN);
			break;

		case QueryChanAnimationType.CH_Bang:
			changeHandPart (QueryChanHandType.STONE);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.ANGER_EYEOPEN_MOUTHOPEN);
			break;

		case QueryChanAnimationType.CH_Deliver:
			changeHandPart (QueryChanHandType.NORMAL);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHCLOSE);
			break;

		default:
			changeHandPart (QueryChanHandType.NORMAL);
			emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE);
			break;
		}


		if (isChangeMechanimState) {
			queryBodyParts.GetComponent<Animator>().SetInteger("AnimIndex", (int)animNumber);
		}

	}
예제 #6
0
    public void ChangeAnimation(QueryChanAnimationType animNumber, bool isChangeMechanimState = true)
    {
        var emoControl = this.GetComponent <QueryEmotionalController>();

        switch (animNumber)
        {
        case QueryChanAnimationType.FLY_STRAIGHT:
        case QueryChanAnimationType.FLY_TORIGHT:
        case QueryChanAnimationType.FLY_TOLEFT:
        case QueryChanAnimationType.FLY_UP:
            changeHandPart(QueryChanHandType.PAPER);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE);
            break;

        case QueryChanAnimationType.FLY_ITEMGET:
        case QueryChanAnimationType.FLY_ITEMGET_LOOP:
            changeHandPart(QueryChanHandType.STONE);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHOPEN);
            break;

        case QueryChanAnimationType.FLY_DAMAGE:
            changeHandPart(QueryChanHandType.NORMAL);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN_MID);
            break;

        case QueryChanAnimationType.FLY_DISAPPOINTMENT:
        case QueryChanAnimationType.FLY_DISAPPOINTMENT_LOOP:
            changeHandPart(QueryChanHandType.STONE);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SAD_EYECLOSE_MOUTHOPEN);
            break;

        // attack

        case QueryChanAnimationType.AOQ_Idle:
        case QueryChanAnimationType.AOQ_WALK:
        case QueryChanAnimationType.AOQ_REST_A:
        case QueryChanAnimationType.AOQ_REST_B:
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.COLD);
            break;

        case QueryChanAnimationType.AOQ_HIT:
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.Guruguru);
            break;

        // Haloween

        case QueryChanAnimationType.HW_TrickOrTreat:
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.SURPRISED_EYEOPEN_MOUTHOPEN);
            break;

        // Christmas

        case QueryChanAnimationType.CH_Idle:
            changeHandPart(QueryChanHandType.NORMAL);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYEOPEN_MOUTHCLOSE);
            break;

        case QueryChanAnimationType.CH_Dance:
            changeHandPart(QueryChanHandType.NORMAL);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYEOPEN_MOUTHOPEN);
            break;

        case QueryChanAnimationType.CH_Bang:
            changeHandPart(QueryChanHandType.STONE);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.ANGER_EYEOPEN_MOUTHOPEN);
            break;

        case QueryChanAnimationType.CH_Deliver:
            changeHandPart(QueryChanHandType.NORMAL);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.FUN_EYECLOSE_MOUTHCLOSE);
            break;

        default:
            changeHandPart(QueryChanHandType.NORMAL);
            emoControl.ChangeEmotion(QueryEmotionalController.QueryChanEmotionalType.NORMAL_EYEOPEN_MOUTHCLOSE);
            break;
        }


        if (isChangeMechanimState)
        {
            queryBodyParts.GetComponent <Animator>().SetInteger("AnimIndex", (int)animNumber);
        }
    }
    public void ChangeAnimation(QueryChanAnimationType type)
    {
        if (myAnimator.GetBool(CHANGE_TURN_ANIM))
        {
            return;
        }

        switch (type)
        {
        case QueryChanAnimationType.Right:
            ResetBoolKeys();
            myAnimator.SetBool("is_right", true);
            break;

        case QueryChanAnimationType.Left:
            ResetBoolKeys();
            myAnimator.SetBool("is_left", true);
            break;

        case QueryChanAnimationType.Straight:
            ResetBoolKeys();
            myAnimator.SetBool("is_straight", true);
            break;

        case QueryChanAnimationType.GetItem:
            ResetBoolKeys();
            string getFlagName = "is_get";
            myAnimator.SetBool(getFlagName, true);
            StartCoroutine(UnSetAnimationFlag(getFlagName, 0.5f));
            break;

        case QueryChanAnimationType.Win:
            ResetBoolKeys();
            string winFlagName = "is_win";
            myAnimator.SetBool(winFlagName, true);
            StartCoroutine(UnSetAnimationFlag(winFlagName, 0.5f));
            break;

        case QueryChanAnimationType.Lose:
            ResetBoolKeys();
            string loseFlagName = "is_lose";
            myAnimator.SetBool(loseFlagName, true);
            StartCoroutine(UnSetAnimationFlag(loseFlagName, 0.5f));
            break;

        case QueryChanAnimationType.ReturnBack:
            ResetBoolKeys();
            string retutnFlagName = "is_return_back";
            myAnimator.SetBool(retutnFlagName, true);
            StartCoroutine(UnSetAnimationFlag(retutnFlagName, 0.5f));
            break;

        case QueryChanAnimationType.ChangeTurn:
            ResetBoolKeys();
            myAnimator.SetBool(CHANGE_TURN_ANIM, true);
            StartCoroutine(UnSetAnimationFlag(CHANGE_TURN_ANIM, 1.0f));
            break;

        default:
            break;
        }
    }