GetCurFrameIndex() публичный Метод

public GetCurFrameIndex ( ) : int
Результат int
Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (anim.IsPlaying())
        {
            if (anim.GetCurFrameIndex() < 3)
            {
                if (isWithFire)
                {
                    fire.localPosition = firePos[anim.GetCurFrameIndex()];
                }
            }
            else
            {
                if (!isArrowOut)
                {
                    isArrowOut = true;
                    archerCtrl.ShowArrowUp(index);

                    if (isWithFire)
                    {
                        fire.gameObject.SetActive(false);
                    }

                    SoundController.Instance.PlaySound("00001");
                }
            }
        }
    }
Пример #2
0
    void CalcVictoryFlagPos()
    {
        if (state != ArmyState.Victory)
        {
            return;
        }

        int flag = 0;
        exSpriteAnimation moveAnim = GetComponent <exSpriteAnimation>();

        int frame = moveAnim.GetCurFrameIndex();

        if (animName == animNames[6])
        {
            flag = 0;
        }
        else if (animName == animNames[7])
        {
            flag = 1;
        }
        else if (animName == animNames[8])
        {
            flag = 2;
        }

        Vector3 pos = flagPos[flag * 3 + 9 + frame];

        if (!isHFlipped)
        {
            pos.x = -pos.x;
        }
        flagCtrl.localPosition = pos;
    }
Пример #3
0
    void OnMagicHandle()
    {
        if (isMagicArrow && body.GetCurFrameIndex() >= 2)
        {
            isMagicArrow = false;
            MagicController.Instance.OnArrowOut();
        }

        magicTime -= Time.deltaTime;
        if (magicTime <= 0)
        {
            magicTime = 0;

            if (isMagicArrow)
            {
                isMagicArrow = false;
                MagicController.Instance.OnArrowOut();
            }

            OnMagicReturn();
        }
    }
Пример #4
0
    void OnFightingAct()
    {
        if (anim.IsPlaying())
        {
            if (anim.GetCurFrameIndex() == 2 && !hadCheckAttack)
            {
                hadCheckAttack = true;

                if (soliderType == 3 || soliderType == 4 || soliderType == 5)
                {
                    WarSceneController.Direction dir = WarSceneController.Direction.Left;
                    if (transform.localScale.x < 0)
                    {
                        dir = WarSceneController.Direction.Right;
                    }
                    rwCrt.SetRangedWeapon(side, dir, soliderType, transform.localPosition);
                }
                else
                {
                    if (transform.localScale.x < 0)
                    {
                        if (warCtrl.OnSoliderHitChecking(side, soliderType, WarSceneController.Direction.Right, hitDistance1, locationX, locationY))
                        {
                            targetEnemy = null;
                        }
                    }
                    else
                    {
                        if (warCtrl.OnSoliderHitChecking(side, soliderType, WarSceneController.Direction.Left, hitDistance1, locationX, locationY))
                        {
                            targetEnemy = null;
                        }
                    }
                }
            }
        }
        else
        {
            hadCheckAttack   = false;
            isFighting       = false;
            timeCoolDownTick = timeCoolDown;

            anim.Play("Idle");
        }
    }