/* * * 初期化に関するメソッド * */ void Start() { INSTANCE = this; //このクラスを実例します CurrentMarkAnimeState = PlayerState.IDLE; //キャラクターのディフォルト状態 CurrentCheckIfHasLANDING = CheckIfHasLANDING.ON_GROUND; m_MarkDeathSmoke = Resources.Load("Prefabs/Particles/Mark_DeadSmoke") as GameObject; }
//走るアニメーションに関する動作 void RUNNING() { CurrentCheckIfHasLANDING = CheckIfHasLANDING.ON_GROUND; animation.CrossFade("running"); //走るアニメーションを再生します if (M_Motor_Mark.INSTANCE.MoveVector.x != 0) { CurrentMarkAnimeState = PlayerState.IDLE; //いまのキャラクター状態をIDLEとなります } }
void Grab() { CurrentCheckIfHasLANDING = CheckIfHasLANDING.CLIMBING; M_Controller_Mark.MARK_CHARCONTROLLER.enabled = false; animation.CrossFade("hanging", 0.15f); InterpolatePlayerPositionWhenGrab(); InterpolatePlayerRotationWhenGrab(); if (transform.position == M_ClimPointSenser.INSTANCE.GrabPoint.transform.position) { M_PlayerClimbSenser_Mark.INSTANCE.CurrentJumpState = M_PlayerClimbSenser_Mark.JumpState.climb; CurrentMarkAnimeState = PlayerState.CLIMBING; } }
//走るアニメーションに関する動作 void RUNNING() { CurrentCheckIfHasLANDING = CheckIfHasLANDING.ON_GROUND; animation.CrossFade("running"); //走るアニメーションを再生します if (M_Motor_Mark.INSTANCE.MoveVector.x != 0) CurrentMarkAnimeState = PlayerState.IDLE; //いまのキャラクター状態をIDLEとなります }
//ジャンプアニメーションに関する動作 void Jump() { CurrentCheckIfHasLANDING = CheckIfHasLANDING.JUMPING; CurrentMarkAnimeState = PlayerState.FALLING; //今のキャラクター状態をFALLINGとなります }
//立つアニメーションに関する動作 void IDLE() { CurrentCheckIfHasLANDING = CheckIfHasLANDING.ON_GROUND; animation.CrossFade("idle", 0.2f); //立つアニメーションを再生します }
void Grab() { CurrentCheckIfHasLANDING = CheckIfHasLANDING.CLIMBING; M_Controller_Mark.MARK_CHARCONTROLLER.enabled = false; animation.CrossFade("hanging",0.15f); InterpolatePlayerPositionWhenGrab(); InterpolatePlayerRotationWhenGrab(); if(transform.position == M_ClimPointSenser.INSTANCE.GrabPoint.transform.position) { M_PlayerClimbSenser_Mark.INSTANCE.CurrentJumpState = M_PlayerClimbSenser_Mark.JumpState.climb; CurrentMarkAnimeState = PlayerState.CLIMBING; } }