Пример #1
0
    /// <summary>
    /// アイドリング状態に切り替える
    /// </summary>
    public void ChangeIdling()
    {
        if (IsIdling)
        {
            return;
        }

        state = PlayerAnimator.AnimationType.Idling;
        animator.Play(state);
        SEPlayer.Instance.Stop(seWalkName);
    }
Пример #2
0
    /// <summary>
    /// 移動状態に切り替える
    /// </summary>
    public void ChangeMove()
    {
        if (IsMove)
        {
            return;
        }

        state = PlayerAnimator.AnimationType.Move;
        animator.Play(state);
        SEPlayer.Instance.Play(seWalkName, 0.6f, true);
    }
Пример #3
0
    /// <summary>
    /// ダメージ状態に切り替える
    /// </summary>
    public void ChangeDamage()
    {
        if (IsDamage)
        {
            return;
        }

        state = PlayerAnimator.AnimationType.Damage;
        animator.Play(state);
        SEPlayer.Instance.Play(seDamageName);
        SEPlayer.Instance.Stop(seWalkName);
    }
Пример #4
0
    /// <summary>
    /// 時間を切り替える状態に切り替える
    /// </summary>
    public void ChangeTime()
    {
        if (IsChangeTime)
        {
            return;
        }

        state = PlayerAnimator.AnimationType.ChangeTime;
        animator.Play(state);
        SEPlayer.Instance.Play(seChangeTimeName);
        SEPlayer.Instance.Stop(seWalkName);
    }
Пример #5
0
    /// <summary>
    /// 影を具現化する状態に切り替える
    /// </summary>
    public void ChangeShadow()
    {
        if (IsShadowInstanceCreate)
        {
            return;
        }

        state = PlayerAnimator.AnimationType.ShadowInstanceCreate;
        animator.Play(state);
        SEPlayer.Instance.Play(seShadowInstanceCreateName);
        SEPlayer.Instance.Stop(seWalkName);
    }
Пример #6
0
    /// <summary>
    /// ジャンプ状態に切り替える
    /// </summary>
    public void ChangeJump()
    {
        if (IsJump)
        {
            return;
        }

        state = PlayerAnimator.AnimationType.Jump;
        animator.Play(state);
        SEPlayer.Instance.Play(seJumpName);
        SEPlayer.Instance.Stop(seWalkName);
    }