void SyncEnemyAnimation() { if (enemyAnimationToSyncList != null || enemyAnimationToSyncList.Count > 0) { EnemyAnimationModel model = new EnemyAnimationModel(); foreach (Enemy enemy in enemyAnimationToSyncList) { EnemyAnimationProperty property = new EnemyAnimationProperty() { guid = enemy.guid, isAttack = enemy.animation.IsPlaying("attack01"), isDie = enemy.animation.IsPlaying("die"), isIdle = enemy.animation.IsPlaying("idle"), isTakeDamage = enemy.animation.IsPlaying("takedamage"), isWalk = enemy.animation.IsPlaying("walk") }; model.list.Add(property); } enemyController.SyncEnemyAnimation(model); enemyAnimationToSyncList.Clear(); } }
//发起同步敌人动画同步的请求 void SyncEnemyAnimation() { if (enemyToSyncAnimationList != null && enemyToSyncAnimationList.Count > 0) { EnemyAnimationModel model = new EnemyAnimationModel(); foreach (Enemy enemy in enemyToSyncAnimationList) { Animation anim = enemy.GetComponent<Animation>(); EnemyAnimationProperty property = new EnemyAnimationProperty() { guid= enemy.guid, isAttack = anim.IsPlaying("attack01"), isDie = anim.IsPlaying("die"), isIdle = anim.IsPlaying("idle"), isTakeDamage= anim.IsPlaying("takedamage"), isWalk = anim.IsPlaying("walk") }; model.list.Add(property); } enemyController.SyncEnemyAnimation(model); enemyToSyncAnimationList.Clear(); } }