public override void OnStart() { // m_SkeletonAnimation.state.Complete += HandleComplete; // m_SkeletonAnimation.ClearState(); switch (animationName) { case BDAnimation.Idle: m_RoleAnimation.Idle(); break; case BDAnimation.Move: m_RoleAnimation.Move(); break; // case BDAnimation.Attack: // m_SkeletonAnimation.state.SetAnimation(0, m_AniName_Attack, false); // break; // case BDAnimation.Death: // // m_SkeletonAnimation.state.SetAnimation(0, m_AniName_PostRollingAttack, false); // m_SkeletonAnimation.state.SetAnimation(0, m_AniName_PreRollingAttack, false); // m_SkeletonAnimation.state.AddAnimation(0, m_AniName_RollingAttack, true, 0f); // running = true; // break; } }
public virtual void Idle() { if (m_CurStatus == RoleStatus.Die) { return; } m_CurStatus = RoleStatus.Idle; if (m_AniMng != null) { m_AniMng.Idle(); } }
public override void OnStart() { m_SkeletonAnimation.state.Complete += HandleComplete; m_SkeletonAnimation.ClearState(); switch (animationName) { case AnimationName.Idle: m_RoleAnimation.Idle(); break; case AnimationName.Move: m_RoleAnimation.Move(); break; case AnimationName.Attack: m_SkeletonAnimation.state.SetAnimation(0, m_AniName_Attack, false); break; case AnimationName.RollingAttack: // m_SkeletonAnimation.state.SetAnimation(0, m_AniName_PostRollingAttack, false); m_SkeletonAnimation.state.SetAnimation(0, m_AniName_PreRollingAttack, false); m_SkeletonAnimation.state.AddAnimation(0, m_AniName_RollingAttack, true, 0f); running = true; break; case AnimationName.SpinAttack: // m_SkeletonAnimation.state.SetAnimation(0, m_AniName_PostSpinAttack, false); m_SkeletonAnimation.state.SetAnimation(0, m_AniName_PreSpinAttack, false); m_SkeletonAnimation.state.AddAnimation(0, m_AniName_SpinAttack, true, 0f); running = true; break; case AnimationName.SpinAttackEnd: m_SkeletonAnimation.state.SetAnimation(0, m_AniName_PostSpinAttack, false); running = true; break; case AnimationName.RollingAttackEnd: m_SkeletonAnimation.state.SetAnimation(0, m_AniName_PostRollingAttack, false); running = true; break; case AnimationName.JustRolling: m_SkeletonAnimation.state.SetAnimation(0, m_AniName_RollingAttack, true); running = false; break; case AnimationName.JustSpin: m_SkeletonAnimation.state.SetAnimation(0, m_AniName_SpinAttack, true); running = false; break; case AnimationName.Death: m_RoleAnimation.Die(); break; } }