public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _animator = animator; if (stateInfo.IsName(State.Initialize.ToString())) { questController.Initialize(); moneyController.Initialize(); staminaController.Initialize(); GameObject.Find("Gs2StaminaInternalSetting").GetComponent <Gs2StaminaInternalSetting>().onOpenStatus.Invoke(); GameObject.Find("Gs2MoneyInternalSetting").GetComponent <Gs2MoneyInternalSetting>().onOpenStatus.Invoke(); GameObject.Find("Gs2QuestInternalSetting").GetComponent <Gs2QuestInternalSetting>().onOpenSelectQuest.Invoke(); } if (stateInfo.IsName(State.CheckCurrentProgress.ToString())) { questController.gs2QuestSetting.StartCoroutine( CheckCurrentProgressTask() ); } foreach (State state in Enum.GetValues(typeof(State))) { if (stateInfo.IsName(state.ToString())) { _state = state; onChangeState.Invoke(animator, state); break; } } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _animator = animator; if (stateInfo.IsName(State.StartProcessing.ToString())) { controller.Initialize(); controller.gs2QuestSetting.StartCoroutine( StartTask() ); } if (stateInfo.IsName(State.SendCompleteResult.ToString())) { controller.gs2QuestSetting.StartCoroutine( EndTask( _progress.Rewards, true ) ); } if (stateInfo.IsName(State.SendFailedResult.ToString())) { controller.gs2QuestSetting.StartCoroutine( EndTask( _progress.Rewards, false ) ); } foreach (State state in Enum.GetValues(typeof(State))) { if (stateInfo.IsName(state.ToString())) { _state = state; onChangeState.Invoke(animator, state); break; } } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { _animator = animator; if (stateInfo.IsName(State.GetQuestGroupProcessing.ToString())) { staminaController.Initialize(); questController.Initialize(); questController.gs2QuestSetting.StartCoroutine( GetQuestGroupsTask() ); } if (stateInfo.IsName(State.GetQuestProcessing.ToString())) { questController.gs2QuestSetting.StartCoroutine( GetQuestsTask() ); } if (stateInfo.IsName(State.CheckStamina.ToString())) { questController.gs2QuestSetting.StartCoroutine( CheckStaminaTask( selectQuest ) ); } foreach (State state in Enum.GetValues(typeof(State))) { if (stateInfo.IsName(state.ToString())) { _state = state; onChangeState.Invoke(animator, state); break; } } }