public override void PlayAnimation(EAnimateType type, bool v) { //--to do: wait //switch (type) //{ //case EAnimateType.WorkOnEnhanceMachine: // m_Npc.WorkOnEnhancementMachine(v); // break; //case EAnimateType.WorkOnRepairMachine: // m_Npc.WorkOnRepairMachine(v); // break; //case EAnimateType.WorkOnRecycleMachine: // m_Npc.WorkOnEnhancementMachine(v); // break; //case EAnimateType.WorkOnFactory: // m_Npc.WorkOnEnhancementMachine(v); // break; //case EAnimateType.WorkOnStorage: // m_Npc.CmdIdle = true; // break; //case EAnimateType.SitDown: // m_Npc.CmdPlayAnimation("SitDown", v); // break; //case EAnimateType.WorkOnWatering: // m_Npc.Herb(v); // break; //case EAnimateType.WorkOnWeedding: // m_Npc.Herb(v); // break; //default: // break; //} }
public void SetActiveAnimator(EAnimateType t) { activeAnimateType = t; int index = (int)t; sprites = staySprites[index]; if (t == EAnimateType.Stay) { SetActiveRangeAll(); } }
public void SetAnimatorContent(EAnimateType t, Sprite[] sp) { if (staySprites == null || staySprites.Count < countOfType) { staySprites = new List <Sprite[]>((int)EAnimateType.Count); } for (int i = 0; i < countOfType; i++) { staySprites.Add(null); } staySprites[(int)t] = sp; }
public abstract void PlayAnimation(EAnimateType type, bool v);