public void OnSyncBossAnim(BossAnimModel model) { Animation anim = GetComponent <Animation>(); if (model.idle) { anim.Play("idle"); } if (model.walk) { anim.Play("walk"); } if (model.attack01) { anim.Play("attack01"); } if (model.attack02) { anim.Play("attack02"); } if (model.attack03) { anim.Play("attack03"); } if (model.takeDamage) { anim.Play("takedamage"); } if (model.die) { anim.Play("die"); } }
public void SyncBossAnim(BossAnimModel model) { Dictionary <byte, object> parameters = new Dictionary <byte, object>(); ParameterTool.AddParameter(parameters, ParameterCode.BossAnim, model); PhotonEngine.Instance.SendRequest(OpCode, SubCode.SyncBossAnim, parameters); }
public void CheckAnimation() //检查动画的播放 { Animation anim = GetComponent <Animation>(); if (lastIsIdle != anim.IsPlaying("idle") || lastIsWalk != anim.IsPlaying("walk") || lastIsAttack01 != anim.IsPlaying("attack01") || lastIsAttack02 != anim.IsPlaying("attack02") || lastIsAttack03 != anim.IsPlaying("attack03") || lastIsTakeDamage != anim.IsPlaying("takedamage") || lastIsDie != anim.IsPlaying("die")) { BossAnimModel model = new BossAnimModel() { idle = anim.IsPlaying("idle"), walk = anim.IsPlaying("walk"), attack01 = anim.IsPlaying("attack01"), attack02 = anim.IsPlaying("attack02"), attack03 = anim.IsPlaying("attack03"), takeDamage = anim.IsPlaying("takedamage"), die = anim.IsPlaying("die") }; bossController.SyncBossAnim(model); //同步boss动画 lastIsIdle = anim.IsPlaying("idle"); lastIsWalk = anim.IsPlaying("walk"); lastIsAttack01 = anim.IsPlaying("attack01"); lastIsAttack02 = anim.IsPlaying("attack02"); lastIsAttack03 = anim.IsPlaying("attack03"); lastIsTakeDamage = anim.IsPlaying("takedamage"); lastIsDie = anim.IsPlaying("die"); } }
public override void OnEventData(EventData data) { SubCode subCode = ParameterTool.GetSubCode(data.Parameters); switch (subCode) { case SubCode.SyncBossAnim: //Debug.Log("SubCode.SyncBossAnim"); BossAnimModel model = ParameterTool.GetParameter <BossAnimModel>(data.Parameters, ParameterCode.BossAnim); OnSyncBossAnim(model); break; } }