public void OnAITriggerExit2D(Collider2D other) { if (auto) { state = zmmBodyState.Idle; } }
// void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) { // if (e.Data.Name == footstepEventName) // PlayFootstepSound(); // } void Update() { if (skeletonAnimation == null) { return; } if (model == null) { return; } if (skeletonAnimation.skeleton.FlipX != model.facingLeft) // Detect changes in model.facingLeft { Turn(model.facingLeft); } // Detect changes in model.state var currentModelState = model.state; if (previousViewState != currentModelState) { PlayNewStableAnimation(); } previousViewState = currentModelState; }
void OnTriggerExit2D(Collider2D other) { //Debug.Log (other.gameObject.name +" Exit!"); if (auto) { state = zmmBodyState.Idle; } }
public void TryMove(float speed) { currentSpeed = speed; // show the "speed" in the Inspector. if (speed != 0) { bool speedIsNegative = (speed < 0f); facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0. } state = (speed == 0) ? zmmBodyState.Idle : zmmBodyState.Running; }
public void TryShoot(ZombieAI ai) { float currentTime = Time.time; MoveForward(0); state = zmmBodyState.Firing; facingLeft = ai.transition > 0 ? true : false; if (currentTime - lastShootTime > shootInterval) { lastShootTime = currentTime; if (ShootEvent != null) { ShootEvent(); // Fire the "ShootEvent" event. ai.OnDamage(1); } } }
public void MoveForward(float dis) { move = dis; state = zmmBodyState.Running; }