Пример #1
0
    protected virtual void OnEnable()
    {
        characterState          = CharacterBasicState.Idle;
        characterDamagedState   = ChracterDamagedState.None;
        characterAnimationState = CharacterAnimationState.Idle;

        StartCoroutine(FSMMain());
    }
Пример #2
0
    //개체의 상태가 바뀔때마다 메소드가 실행된다.
    public void SetState(CharacterBasicState _newCharState, CharacterAnimationState _newCharAnimState)
    {
        if (characterState == _newCharState && characterAnimationState == _newCharAnimState)
        {
            return;
        }


        isNewCharacterState = true;

        characterState          = _newCharState;
        characterAnimationState = _newCharAnimState;

        //개체가 가진 Animator 컴포넌트의 state Parameters 에게 상태변화 값을 전달한다.
        animator.SetInteger("State", (int)characterState);
    }