예제 #1
0
        private void updateEyelid()
        {
            blinkTime_ += Time.deltaTime;
            switch (blink_)
            {
            case VoxelFace.EyelidAction.Normal:
                if (blinkTime_ > blinkAllTime_)
                {
                    blink_     = VoxelFace.EyelidAction.One;
                    blinkTime_ = 0.0f;
                    refersh_   = true;
                }
                break;

            case VoxelFace.EyelidAction.One:
                if (blinkTime_ > 0.06f)
                {
                    blink_     = VoxelFace.EyelidAction.Two;
                    blinkTime_ = 0.0f;
                    refersh_   = true;
                }
                break;

            case VoxelFace.EyelidAction.Two:
                if (blinkTime_ > 0.06f)
                {
                    blink_     = VoxelFace.EyelidAction.Three;
                    blinkTime_ = 0.0f;
                    refersh_   = true;
                }
                break;

            case VoxelFace.EyelidAction.Three:
                if (blinkTime_ > 0.061f)
                {
                    blink_        = VoxelFace.EyelidAction.Normal;
                    blinkTime_    = 0.0f;
                    blinkAllTime_ = UnityEngine.Random.Range(2.0f, 6.0f);
                    refersh_      = true;
                }
                break;
            }
        }
예제 #2
0
파일: VoxelHead.cs 프로젝트: gdgeek/fly
 private void updateEyelid()
 {
     blinkTime_ += Time.deltaTime;
     switch(blink_){
     case VoxelFace.EyelidAction.Normal:
         if(blinkTime_ > blinkAllTime_){
             blink_ = VoxelFace.EyelidAction.One;
             blinkTime_ = 0.0f;
             refersh_ = true;
         }
         break;
     case VoxelFace.EyelidAction.One:
         if(blinkTime_ > 0.06f){
             blink_ = VoxelFace.EyelidAction.Two;
             blinkTime_ = 0.0f;
             refersh_ = true;
         }
         break;
     case VoxelFace.EyelidAction.Two:
         if(blinkTime_ > 0.06f){
             blink_ = VoxelFace.EyelidAction.Three;
             blinkTime_ = 0.0f;
             refersh_ = true;
         }
         break;
     case VoxelFace.EyelidAction.Three:
         if(blinkTime_ > 0.061f){
             blink_ = VoxelFace.EyelidAction.Normal;
             blinkTime_ = 0.0f;
             blinkAllTime_ = UnityEngine.Random.Range(2.0f, 6.0f);
             refersh_ = true;
         }
         break;
     }
 }