private void LateUpdate() { if (currentLayeredState != States.FarmerLayered.None && Time.time >= m_layeredUpdateTimeout) { if (m_animController.GetBool("FlagNoLayered") == true) { currentLayeredState = States.FarmerLayered.None; } } }
public void PlayLayeredState(States.FarmerLayered state) { switch (state) { case States.FarmerLayered.Sign: m_animController.SetTrigger("TriggerSign"); break; default: break; } currentLayeredState = state; m_layeredUpdateTimeout = Time.time + 0.50f; }
// Use this for initialization void Start() { currentFullBodyState = States.FarmerFullBody.Idle; currentLayeredState = States.FarmerLayered.None; m_debug.Usage = "--- State Transitions Cheat Sheet --- \n" + "A : Idle\n" + "S : Walk\n" + "D : Run\n" + "F : Dig\n" + "G : Fire\n" + "H : Interact\n\n" + "--- Layered Action Cheat Sheet ------ \n" + "Z : Sign\n"; }