Exemplo n.º 1
0
 public override void PlayAnimation(EAnimateType type, bool v)
 {
     //--to do: wait
     //switch (type)
     //{
     //case EAnimateType.WorkOnEnhanceMachine:
     //    m_Npc.WorkOnEnhancementMachine(v);
     //    break;
     //case EAnimateType.WorkOnRepairMachine:
     //    m_Npc.WorkOnRepairMachine(v);
     //    break;
     //case EAnimateType.WorkOnRecycleMachine:
     //    m_Npc.WorkOnEnhancementMachine(v);
     //    break;
     //case EAnimateType.WorkOnFactory:
     //    m_Npc.WorkOnEnhancementMachine(v);
     //    break;
     //case EAnimateType.WorkOnStorage:
     //    m_Npc.CmdIdle = true;
     //    break;
     //case EAnimateType.SitDown:
     //    m_Npc.CmdPlayAnimation("SitDown", v);
     //    break;
     //case EAnimateType.WorkOnWatering:
     //    m_Npc.Herb(v);
     //    break;
     //case EAnimateType.WorkOnWeedding:
     //    m_Npc.Herb(v);
     //    break;
     //default:
     //    break;
     //}
 }
Exemplo n.º 2
0
    public void SetActiveAnimator(EAnimateType t)
    {
        activeAnimateType = t;
        int index = (int)t;

        sprites = staySprites[index];
        if (t == EAnimateType.Stay)
        {
            SetActiveRangeAll();
        }
    }
Exemplo n.º 3
0
 public void SetAnimatorContent(EAnimateType t, Sprite[] sp)
 {
     if (staySprites == null || staySprites.Count < countOfType)
     {
         staySprites = new List <Sprite[]>((int)EAnimateType.Count);
     }
     for (int i = 0; i < countOfType; i++)
     {
         staySprites.Add(null);
     }
     staySprites[(int)t] = sp;
 }
Exemplo n.º 4
0
 public abstract void PlayAnimation(EAnimateType type, bool v);