Пример #1
0
    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;
        }
    }
Пример #2
0
    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;
        }
    }