public void ChangeAnimation(QueryChanSDAnimationType animNumber, bool isChangeMechanimState = true) { var emoControl = this.GetComponent <QuerySDEmotionalController>(); switch (animNumber) { case QueryChanSDAnimationType.NORMAL_WIN: case QueryChanSDAnimationType.NORMAL_ITEMGET: case QueryChanSDAnimationType.NORMAL_POSE_HELLO: case QueryChanSDAnimationType.BLACK_POSE_1: case QueryChanSDAnimationType.OSAKA_CLAP: case QueryChanSDAnimationType.OSAKA_POSE_GOAL: case QueryChanSDAnimationType.FUKUOKA_WAIWAI: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SMILE); break; case QueryChanSDAnimationType.NORMAL_DAMAGE: case QueryChanSDAnimationType.BLACK_POSE_3: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_GURUGURU); break; case QueryChanSDAnimationType.NORMAL_LOSE: case QueryChanSDAnimationType.NORMAL_POSE_PLEASE: case QueryChanSDAnimationType.BLACK_POSE_2: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SAD); break; case QueryChanSDAnimationType.NORMAL_FLY_CIRCLE: case QueryChanSDAnimationType.OSAKA_BOKE: case QueryChanSDAnimationType.OSAKA_POSE_EXIT: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SURPRISE); break; case QueryChanSDAnimationType.NORMAL_POSE_READY: case QueryChanSDAnimationType.NORMAL_POSE_LAYDOWN: case QueryChanSDAnimationType.NORMAL_POSE_ROMANCE: case QueryChanSDAnimationType.BLACK_KICK: case QueryChanSDAnimationType.FUKUOKA_DANCE_2: case QueryChanSDAnimationType.FUKUOKA_POSE_HIRUNE: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_BLINK); break; case QueryChanSDAnimationType.NORMAL_POSE_BOW: case QueryChanSDAnimationType.NORMAL_POSE_ARMCROSSED: case QueryChanSDAnimationType.BLACK_FIGHTING: case QueryChanSDAnimationType.OSAKA_TUKKOMI: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_ANGER); break; default: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_DEFAULT); break; } if (isChangeMechanimState) { queryBodyParts.GetComponent <Animator>().SetInteger("AnimIndex", (int)animNumber); } }
public void ChangeAnimation(QueryChanSDAnimationType animNumber, bool isChangeMechanimState=true) { var emoControl = this.GetComponent<QuerySDEmotionalController>(); switch (animNumber) { case QueryChanSDAnimationType.NORMAL_WIN: case QueryChanSDAnimationType.NORMAL_ITEMGET: case QueryChanSDAnimationType.NORMAL_POSE_HELLO: case QueryChanSDAnimationType.BLACK_POSE_1: case QueryChanSDAnimationType.OSAKA_CLAP: case QueryChanSDAnimationType.OSAKA_POSE_GOAL: case QueryChanSDAnimationType.FUKUOKA_WAIWAI: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SMILE); break; case QueryChanSDAnimationType.NORMAL_DAMAGE: case QueryChanSDAnimationType.BLACK_POSE_3: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_GURUGURU); break; case QueryChanSDAnimationType.NORMAL_LOSE: case QueryChanSDAnimationType.NORMAL_POSE_PLEASE: case QueryChanSDAnimationType.BLACK_POSE_2: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SAD); break; case QueryChanSDAnimationType.NORMAL_FLY_CIRCLE: case QueryChanSDAnimationType.OSAKA_BOKE: case QueryChanSDAnimationType.OSAKA_POSE_EXIT: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_SURPRISE); break; case QueryChanSDAnimationType.NORMAL_POSE_READY: case QueryChanSDAnimationType.NORMAL_POSE_LAYDOWN: case QueryChanSDAnimationType.NORMAL_POSE_ROMANCE: case QueryChanSDAnimationType.BLACK_KICK: case QueryChanSDAnimationType.FUKUOKA_DANCE_2: case QueryChanSDAnimationType.FUKUOKA_POSE_HIRUNE: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_BLINK); break; case QueryChanSDAnimationType.NORMAL_POSE_BOW: case QueryChanSDAnimationType.NORMAL_POSE_ARMCROSSED: case QueryChanSDAnimationType.BLACK_FIGHTING: case QueryChanSDAnimationType.OSAKA_TUKKOMI: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_ANGER); break; default: emoControl.ChangeEmotion(QuerySDEmotionalController.QueryChanSDEmotionalType.NORMAL_DEFAULT); break; } if (isChangeMechanimState) { queryBodyParts.GetComponent<Animator>().SetInteger("AnimIndex", (int)animNumber); } }