// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.GetBool(ani.aniHashValue[8])) { animator.SetBool(ani.aniHashValue[8], false); animator.SetBool(ani.aniHashValue[1], false); playerScript.BuildScript.nowBuilding = false; // playerScript.BuildScript.uiManager.CloseTowerMenu(); playerScript.BuildScript.grid_snap.closGrid(); // ani.WeaponChangePos(1); Debug.Log("中斷"); } }
void FormatData() { if (!firstGetData) { playerData = originalData; if (photonView.isMine) { if (BuildScript.nowBuilding) { BuildScript.BuildSwitch(); } if (nav != null) { nav.speed = playerData.moveSpeed; } leftTopPowerBar.fillAmount = 1; } if (AniControll != null) { AniControll.WeaponChangePos(1); } deadManager.NoDamage(false); CharaCollider.enabled = true; } }