public SimplePatrolAI(LevelObjectView view, SimplePatrolAIModel aiModel, SpriteAnimatorConfig animator) { _view = view != null ? view : throw new ArgumentException(nameof(view)); _aiModel = aiModel != null ? aiModel : throw new ArgumentException(nameof(aiModel)); _animator = animator != null ? new SpriteAnimator(animator) : throw new ArgumentException(nameof(animator)); _animator.StartAnimation(_view.SpriteRenderer, AnimState.Run, true, _animationSpeed); }
public PlayerAnimation(SpriteRenderer sprite, PlayerConfig config) { _playerAnimator = new SpriteAnimator(config.KnightAnimeCnf); _animationSpeed = config.AnimationSpeed; _spriteRenderer = sprite; _animationState = AnimState.Idle; _playerAnimator.StartAnimation(_spriteRenderer, _animationState, true, _animationSpeed); }
public void OnChangeState(PlayerState state) { switch (state) { case PlayerState.Stay: _animationState = AnimState.Idle; break; case PlayerState.Walk: _animationState = AnimState.Run; break; case PlayerState.JumpUp: _animationState = AnimState.JumpUp; break; case PlayerState.JumpDown: _animationState = AnimState.JumpDown; break; case PlayerState.SwordAttack: _animationState = AnimState.Attack; break; case PlayerState.FireAttack: _animationState = AnimState.FireAttack; break; case PlayerState.Block: _animationState = AnimState.Block; break; case PlayerState.Win: _animationState = AnimState.Victory; break; default: throw new ArgumentOutOfRangeException(nameof(state), state, null); } _playerAnimator.StartAnimation(_spriteRenderer, _animationState, true, _animationSpeed); }
public CoinAnimation(Transform coin, ItemConfig config) { _coinsAnimator = new SpriteAnimator(config.ItemAnimatorCnf); _spriteRenderer = coin.GetComponentInChildren <SpriteRenderer>(); _coinsAnimator.StartAnimation(_spriteRenderer, AnimState.Idle, true, config.ItemAnimationSpeed); }