Пример #1
0
 // 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");
     }
 }
Пример #2
0
    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;
        }
    }