예제 #1
0
        /// <summary>
        /// 计算能否拿到资源
        /// </summary>
        /// <param name="s"></param>
        /// <returns></returns>
        private bool CheckAsset(aState state)
        {
            foreach (var item in state.MustAsset)
            {
                if (AvatarAsset[item].Locked && AvatarAsset[item].User != state)
                {
                    return(false);
                }
            }

            return(true);
        }
예제 #2
0
    /// <summary>
    /// 分层播放,如果那一层的骨骼使用者是当前状态,则当前状态能播放状态,否则忽略
    /// </summary>
    /// <param name="aState"></param>
    /// <param name="time">时间的调整</param>
    /// <returns></returns>
    public float Play(aState aState, float? time = null)
    {
        ///获取将要播放状态的时间
        /// 根据时间进行调整4个参数
        float normalizedTime = time ?? 0;


        AnimatorController.CrossFade(aState.HashName, 0.2f, 0, normalizedTime);



        return normalizedTime;
    }
예제 #3
0
 public void AddState(aState state)
 {
     statedic[state.HashName] = state;
 }
예제 #4
0
 public void AddState(aState state)
 {
     statedic[state.HashName] = state;
 }
예제 #5
0
        /// <summary>
        /// 计算能否拿到资源
        /// </summary>
        /// <param name="s"></param>
        /// <returns></returns>
        private bool CheckAsset(aState state)
        {     
            foreach (var item in state.MustAsset)
            {
                if (AvatarAsset[item].Locked && AvatarAsset[item].User != state)
                {
                    return false;
                }
            }

            return true;
        }