// todo: use objects pool, not recreate public CAnimation Require(EAnimations type, Vector3 position) { var anim = Create(type, position); anim.SetListener(null); return(anim); }
// Sends a request to the animator to play an animation public void PlayAnimation(EAnimations animation) { if (characterAnimator != null) { switch (animation) { case EAnimations.Idle: //necesary? Could force set to idle from "AnyState" ? break; case EAnimations.Jump: characterAnimator.SetTrigger("tJump"); break; case EAnimations.TurnLeft: characterAnimator.SetTrigger("tTurnLeft"); break; case EAnimations.TurnRight: characterAnimator.SetTrigger("tTurnRight"); break; default: break; } } else { Debug.LogWarning("Character Animator not found!"); } }
public CAnimation Create(EAnimations type, Vector3 position) { var prefab = CGame.Config.match.die.GetPrefab(type); GameObject gameObject = Instantiate(prefab) as GameObject; gameObject.transform.SetParent(this.transformParent); gameObject.transform.localScale = new Vector3(100, 100, 1); gameObject.transform.position = position; var anim = gameObject.GetComponent <CAnimation>(); anim.SetAnimations(this); return(anim); }
public GameObject GetPrefab(EAnimations type) { switch (type) { case EAnimations.Bolt: return(Bolt); case EAnimations.Contour: return(Contour); case EAnimations.Explosion: return(Explosion); case EAnimations.Highlight: return(Highlight); case EAnimations.Spark: return(Spark); case EAnimations.Transform: return(Transform); } return(null); }
protected static CAnimation Req(EAnimations type, Vector3 position) { return(Instance.Require(type, position)); }