public void SetState(BEHAVIOR_SATE state) { if (state == _curState) { return; } _curState = state; switch (_curState) { case BEHAVIOR_SATE.ALIVE: break; case BEHAVIOR_SATE.REVIVE: Debug.Log("player is reviveing"); break; case BEHAVIOR_SATE.DEATH: Debug.Log("player is death"); PlayerManager.Instance.animator.enabled = false; //PlayerManager.Instance.motionController.IsEnabled = false; GameObject.Find("ThirdPersonController").GetComponent <ThirdPersonCharacter_WSM>().canMove = false; SetState(BEHAVIOR_SATE.REVIVE); PlayerDeathEvent(); break; default: break; } }
public void SetState(BEHAVIOR_SATE state) { if (state == _curState) { return; } _curState = state; ResetAnimator(); _agent.enabled = true; switch (_curState) { case BEHAVIOR_SATE.IDLE: _anim.SetBool("isIdleBool", true); break; case BEHAVIOR_SATE.WALK: _agent.speed = _walkSpeed; _anim.SetBool("isWalkBool", true); break; case BEHAVIOR_SATE.RUN: _agent.speed = _runSpeed; _anim.SetBool("isRunBool", true); break; case BEHAVIOR_SATE.JUMP: _agent.enabled = false; _anim.SetBool("isJumpBool", true); break; case BEHAVIOR_SATE.CROUCH_L: _anim.SetBool("isCrouchLBool", true); break; case BEHAVIOR_SATE.CROUCH_R: _anim.SetBool("isCrouchRBool", true); break; case BEHAVIOR_SATE.WALK_SHOOT: _anim.SetBool("isWalkShootBool", true); break; case BEHAVIOR_SATE.CROUCH_SHOOT_L: _anim.SetTrigger("isCrouchShootLTrigger"); break; case BEHAVIOR_SATE.CROUCH_SHOOT_R: _anim.SetTrigger("isCrouchShootRTrigger"); break; case BEHAVIOR_SATE.GRAB: _agent.enabled = false; _anim.SetTrigger("isGrabTrigger"); break; case BEHAVIOR_SATE.HAMMER: _agent.enabled = false; _anim.SetTrigger("isHammerTrigger"); break; case BEHAVIOR_SATE.BRANDISH: _agent.enabled = false; _anim.SetTrigger("isBrandishTrigger"); break; case BEHAVIOR_SATE.LIFT_UP: _agent.enabled = false; _anim.SetTrigger("isLiftUpTrigger"); break; case BEHAVIOR_SATE.DUOBI: _agent.enabled = false; _anim.SetTrigger("isDuoBiTrigger"); break; case BEHAVIOR_SATE.HURT: _agent.enabled = false; _anim.SetTrigger("isHurtTrigger"); break; case BEHAVIOR_SATE.DEATH: _agent.enabled = false; _anim.SetTrigger("isDeathTrigger"); break; } }