private void Update() { if (MyGameController.gameState == MyGameState.Menu) { animationState = MyAnimationState.Idle; } else if (MyGameController.gameState == MyGameState.Playing) { animationState = MyAnimationState.Run; if (m_RunnerMove.nowOffsetIndex < m_RunnerMove.targetOffsetIndex) { animationState = MyAnimationState.TurnRight; } else if (m_RunnerMove.nowOffsetIndex > m_RunnerMove.targetOffsetIndex) { animationState = MyAnimationState.TurnRight; } else if (m_RunnerMove.isJump) { animationState = MyAnimationState.Jump; } else if (m_RunnerMove.isSliding) { animationState = MyAnimationState.Slide; } } if (MyGameController.gameState == MyGameState.End) { animationState = MyAnimationState.Death; } if (animationState == MyAnimationState.Run) { if (!footStepMusic.isPlaying) { footStepMusic.Play(); } } else { if (footStepMusic.isPlaying) { footStepMusic.Stop(); } } }
public bool InBlockingAnimation() { MyAnimationState animState = GetAnimationState(); switch (animState) { case MyAnimationState.Attack: return(true); case MyAnimationState.Dead: return(true); case MyAnimationState.Hit: return(true); default: return(false); } }