public void Jump() { this.currentState = RPG_Animation.CharacterState.Jump; if (base.GetComponent <Animation>().IsPlaying("jump")) { base.GetComponent <Animation>().Stop("jump"); } base.GetComponent <Animation>().CrossFade("jump"); }
public void SetCurrentState() { if (RPG_Controller.instance.characterController.isGrounded) { switch (this.currentMoveDir) { case RPG_Animation.CharacterMoveDirection.None: this.currentState = RPG_Animation.CharacterState.Idle; return; case RPG_Animation.CharacterMoveDirection.Forward: this.currentState = RPG_Animation.CharacterState.Walk; return; case RPG_Animation.CharacterMoveDirection.Backward: this.currentState = RPG_Animation.CharacterState.WalkBack; return; case RPG_Animation.CharacterMoveDirection.StrafeLeft: this.currentState = RPG_Animation.CharacterState.StrafeLeft; return; case RPG_Animation.CharacterMoveDirection.StrafeRight: this.currentState = RPG_Animation.CharacterState.StrafeRight; break; case RPG_Animation.CharacterMoveDirection.StrafeForwardLeft: this.currentState = RPG_Animation.CharacterState.Walk; return; case RPG_Animation.CharacterMoveDirection.StrafeForwardRight: this.currentState = RPG_Animation.CharacterState.Walk; return; case RPG_Animation.CharacterMoveDirection.StrafeBackLeft: this.currentState = RPG_Animation.CharacterState.WalkBack; return; case RPG_Animation.CharacterMoveDirection.StrafeBackRight: this.currentState = RPG_Animation.CharacterState.WalkBack; return; default: return; } } }