示例#1
0
    public override void OnAttackStateEnter(AnimatorStateInfo stateInfo)
    {
        base.OnAttackStateEnter(stateInfo);

        if (stateInfo.IsName("LightAttack1"))
        {
            GameObject main = Attack1.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                Attack1.transform.position = transform.position + new Vector3(2.5f, 0, 0);
                main.transform.rotation    = new Quaternion(0, 0, -0.7071068f, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                Attack1.transform.position = transform.position + new Vector3(-2.5f, 0, 0);
                main.transform.rotation    = new Quaternion(-0.7071068f, 0.7071068f, 0, 0);
            }

            Attack1.Play(true);
        }

        else if (stateInfo.IsName("LightAttack2"))
        {
            GameObject main = Attack2.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                Attack2.transform.position = transform.position + new Vector3(2.5f, 0, 0);
                main.transform.rotation    = new Quaternion(0, 0, -0.7071068f, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                Attack2.transform.position = transform.position + new Vector3(-2.5f, 0, 0);
                main.transform.rotation    = new Quaternion(-0.7071068f, 0.7071068f, 0, 0);
            }

            Attack2.Play(true);
        }

        else if (stateInfo.IsName("LightAttack3"))
        {
            GameObject main = Attack3.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                Attack3.transform.position = transform.position + new Vector3(2.5f, 0, 0);;
                main.transform.rotation    = new Quaternion(0, 0, -0.7071068f, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                Attack3.transform.position = transform.position + new Vector3(-2.5f, 0, 0);;
                main.transform.rotation    = new Quaternion(-0.7071068f, 0.7071068f, 0, 0);
            }

            Attack3.Play(true);
        }

        if (stateInfo.IsName("Final1"))
        {
            GameObject main = FXFinal1.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                FXFinal1.transform.position = transform.position + new Vector3(2.5f, 0, 0);;
                main.transform.rotation     = new Quaternion(0, 0, -0.7071068f, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                FXFinal1.transform.position = transform.position + new Vector3(-2.5f, 0, 0);;
                main.transform.rotation     = new Quaternion(-0.7071068f, 0.7071068f, 0, 0);
            }

            FXFinal1.Play(true);
        }

        else if (stateInfo.IsName("Final2"))
        {
            GameObject main = FXFinal2.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                FXFinal2.transform.position = transform.position + new Vector3(2.5f, 0, 0);;
                main.transform.rotation     = new Quaternion(-0.4984911f, 0.5015043f, -0.5015043f, 0.4984911f);
            }

            else if (!IsLookingRight)
            {
                FXFinal2.transform.position = transform.position + new Vector3(-2.5f, 0, 0);;
                main.transform.rotation     = new Quaternion(-0.4984911f, -0.5015043f, 0.5015043f, 0.4984911f);
            }

            FXFinal2.Play(true);
        }

        else if (stateInfo.IsName("Final3"))
        {
            GameObject main = FXFinal3.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                FXFinal3.transform.position = transform.position + new Vector3(2.5f, 0, 0);;
                main.transform.rotation     = new Quaternion(0, 0, -0.7071068f, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                FXFinal3.transform.position = transform.position + new Vector3(-2.5f, 0, 0);;
                main.transform.rotation     = new Quaternion(-0.7071068f, 0.7071068f, 0, 0);
            }

            FXFinal3.Play(true);
        }

        if (stateInfo.IsName("AirAttack"))
        {
            GameObject main = FXAirAttack.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                FXAirAttack.transform.position = transform.position + new Vector3(0.0f, 0, 0);;
                main.transform.rotation        = new Quaternion(0, 0, -0.7071068f, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                FXAirAttack.transform.position = transform.position + new Vector3(0.0f, 0, 0);;
                main.transform.rotation        = new Quaternion(-0.7071068f, 0.7071068f, 0, 0);
            }

            FXAirAttack.Play(true);
        }
    }
示例#2
0
    public override void OnAttackStateEnter(AnimatorStateInfo stateInfo)
    {
        base.OnAttackStateEnter(stateInfo);

        if (stateInfo.IsName("LightAttack1"))
        {
            GameObject main = Attack1.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                Attack1.transform.position = transform.position;
                main.transform.rotation    = new Quaternion(0, 1, 0, 0);
            }

            else if (!IsLookingRight)
            {
                Attack1.transform.position = transform.position;
                main.transform.rotation    = new Quaternion(0, 0, 0, 1);
            }

            Attack1.Play(true);
        }

        else if (stateInfo.IsName("LightAttack2"))
        {
            GameObject main = Attack2.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                Attack2.transform.position = transform.position + new Vector3(3.0f, 0, 0);
                main.transform.rotation    = new Quaternion(0, 0, -0.7071068f, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                Attack2.transform.position = transform.position + new Vector3(-3.0f, 0, 0);
                main.transform.rotation    = new Quaternion(-0.7071068f, 0.7071068f, 0, 0);
            }

            Attack2.Play(true);
        }

        else if (stateInfo.IsName("LightAttack3"))
        {
            GameObject main = Attack3.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                Attack3.transform.position = transform.position;
                main.transform.rotation    = new Quaternion(0, 0, -0.7071068f, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                Attack3.transform.position = transform.position;
                main.transform.rotation    = new Quaternion(-0.7071068f, 0.7071068f, 0, 0);
            }

            Attack3.Play(true);
        }

        if ((stateInfo.IsName("AirAttack1")) || (stateInfo.IsName("AirAttack2")) || (stateInfo.IsName("AirAttack3")) || (stateInfo.IsName("AirAttack4")) || (stateInfo.IsName("AirAttack5")))
        {
            GameObject main = FXAirAttack.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                FXAirAttack.transform.position = transform.position;
                main.transform.rotation        = new Quaternion(0, 1, 0, 0);
            }

            else if (!IsLookingRight)
            {
                FXAirAttack.transform.position = transform.position;
                main.transform.rotation        = new Quaternion(0, 0, 0, 1);
            }

            FXAirAttack.Play(true);
        }

        else if (stateInfo.IsName("AirAttack6"))
        {
            GameObject mainHeavy = heavyAttackFX.GetComponent <ParticleSystem>().gameObject;

            if (IsLookingRight)
            {
                heavyAttackFX.transform.position = transform.position + new Vector3(3.0f, 0, 0);
                mainHeavy.transform.rotation     = new Quaternion(0.7071068f, 0, 0, 0.7071068f);
            }

            else if (!IsLookingRight)
            {
                heavyAttackFX.transform.position = transform.position + new Vector3(-3.0f, 0, 0);
                mainHeavy.transform.rotation     = new Quaternion(0.7071068f, 0, 0, 0.7071068f);
            }

            heavyAttackFX.Play(true);
        }
    }