예제 #1
0
 public override void OnInitial(XEntity enty)
 {
     base.OnInitial(enty);
     _entity    = enty;
     _attribute = new XSkillAttributes(this, _entity.EntityTransfer);
     _anim      = _entity.GetComponent <XAnimComponent>();
 }
예제 #2
0
파일: XEntity.cs 프로젝트: xfilson/dn_asset
    public void OnDied()
    {
        _state = XStateDefine.XState_Death;
        DetachAllComponents();
        XAnimComponent an = GetComponent <XAnimComponent>();

        if (an != null)
        {
            AnimationClip clip = XResources.Load <AnimationClip>(present.Death, AssetType.Anim);
            an.OverrideAnim(AnimTriger.ToDeath, clip);
        }
    }
예제 #3
0
파일: XEntity.cs 프로젝트: xfilson/dn_asset
    public void MoveForward(Vector3 forward)
    {
        _forward    = forward;
        _force_move = true;
        XAnimComponent anim = GetComponent <XAnimComponent>();

        if (anim != null)
        {
            anim.SetTrigger(AnimTriger.ToMove);
            _state = XStateDefine.XState_Move;
        }
    }
예제 #4
0
파일: XEntity.cs 프로젝트: xfilson/dn_asset
 public void Initilize(GameObject o, XAttributes attr)
 {
     base.Initilize();
     _object    = o;
     _transf    = o.transform;
     _attr      = attr;
     _present   = XTableMgr.GetTable <XEntityPresentation>().GetItemID(_attr.PresentID);
     components = new Dictionary <uint, XComponent>();
     anim       = AttachComponent <XAnimComponent>();
     OnInitial();
     InitAnim();
 }
예제 #5
0
파일: XEntity.cs 프로젝트: xfilson/dn_asset
    public void StopMove()
    {
        _force_move = false;
        _forward    = Vector3.zero;
        XAnimComponent anim = GetComponent <XAnimComponent>();

        if (anim != null)
        {
            anim.SetTrigger(AnimTriger.ToMove, false);
            anim.SetTrigger(AnimTriger.ToStand);
            _state = XStateDefine.XState_Idle;
        }
    }
예제 #6
0
    private void InitHitAnim()
    {
        _anim = _entity.GetComponent <XAnimComponent>();
        if (_anim == null)
        {
            _anim = _entity.AttachComponent <XAnimComponent>();
        }

        var    present = _entity.present;
        string path    = present.HitFly != null && present.HitFly.Length == 0 ? null : present.AnimLocation + present.HitFly[1];

        _anim.OverrideAnim(Clip.HitLanding, path);
    }