private void onAskiaStateChanged(Object sender, EAskiaState askiaState) { // 过时 //if (GameMgr.Instance.InEditorMode && // GameMgr.Instance.SceneEditor.Item == this) //{ // GameMgr.Instance.SceneEditor.LoadItemInfo("Askia状态"); //} }
private void ChangeStateAction(EAskiaState state) { switch (state) { case EAskiaState.Wondering: AskiaState = EAskiaState.Wondering; AnimTexture.PlaySeq("Wondering"); StartTween("Wonder"); break; case EAskiaState.Dashing: AskiaState = EAskiaState.Dashing; AnimTexture.PlaySeq("Dashing"); StartTween("Dash"); break; case EAskiaState.LostControl: AskiaState = EAskiaState.LostControl; AnimTexture.PlaySeq("LostControl"); break; case EAskiaState.GetHurt: AskiaState = EAskiaState.GetHurt; AnimTexture.PlaySeq("GetHurt"); Health -= 1; if (Health <= 0) { Visible = false; DramaManager.Instance.StartDrama("End"); } break; case EAskiaState.ShootingThorn: AskiaState = EAskiaState.ShootingThorn; AnimTexture.PlaySeq("ShootingThorn"); ThrowThorn(); break; case EAskiaState.TakingOff: AskiaState = EAskiaState.TakingOff; AnimTexture.PlaySeq("TakingOff"); StartTween("TakeOff"); break; case EAskiaState.Stop: AskiaState = EAskiaState.Stop; AnimTexture.PlaySeq("Stop"); stopTime = 0; break; case EAskiaState.Dying: AskiaState = EAskiaState.Dying; AnimTexture.PlaySeq("Dying"); break; } }