void Update() { FlipAnimation(); AttackingCharacter.PlayerState currentState = transform.parent.GetComponent <Slime>().playerState; if (!currentState.Equals(state)) { switch (state) { case AttackingCharacter.PlayerState.WALKING: case AttackingCharacter.PlayerState.CHASING_ENEMY: animator.SetBool("Walking", false); break; case AttackingCharacter.PlayerState.ATTACKING: animator.SetBool("Attacking", false); break; case AttackingCharacter.PlayerState.DASHING: animator.SetBool("Dashing", false); break; } state = currentState; switch (state) { case AttackingCharacter.PlayerState.WALKING: case AttackingCharacter.PlayerState.CHASING_ENEMY: animator.SetBool("Walking", true); break; case AttackingCharacter.PlayerState.ATTACKING: animator.SetBool("Attacking", true); break; case AttackingCharacter.PlayerState.DASHING: animator.SetBool("Dashing", true); break; case AttackingCharacter.PlayerState.IMMOBILE: if (transform.parent.GetComponent <Slime>().isDead) { animator.SetBool("Dying", true); } break; } } }
void Update() { //animation360(); FlipAnimation(); AttackingCharacter.PlayerState currentState = transform.parent.GetComponent <Enemy>().playerState; if (!currentState.Equals(state)) { switch (state) { case AttackingCharacter.PlayerState.WALKING: case AttackingCharacter.PlayerState.CHASING_ENEMY: animator.SetBool("Walking", false); break; case AttackingCharacter.PlayerState.ATTACKING: animator.SetBool("Attacking", false); break; case AttackingCharacter.PlayerState.IMMOBILE: animator.SetBool("Jumping", false); break; } state = currentState; switch (state) { case AttackingCharacter.PlayerState.WALKING: case AttackingCharacter.PlayerState.CHASING_ENEMY: animator.SetBool("Walking", true); break; case AttackingCharacter.PlayerState.ATTACKING: animator.SetBool("Attacking", true); break; case AttackingCharacter.PlayerState.IMMOBILE: if (transform.parent && ((!isElite && transform.parent.GetComponent <Frogocite>() && transform.parent.GetComponent <Frogocite>().isJumping) || (isElite && transform.parent.GetComponent <HeavyFrogo>().isJumping))) { animator.SetBool("Jumping", true); } else { animator.SetBool("Jumping", false); } if (transform.parent.GetComponent <Enemy>().isDead) { animator.SetBool("Dying", true); } break; } } else { switch (state) { case AttackingCharacter.PlayerState.IMMOBILE: if (isElite && transform.parent && (transform.parent.GetComponent <HeavyFrogo>() == null || transform.parent.GetComponent <HeavyFrogo>().isStunned)) { animator.SetBool("Jumping", false); } break; } } /* * case AttackingCharacter.PlayerState.IDLE: * animator.SetBool("Walking", false); * animator.SetBool("Jumping", false); * animator.SetBool("Attacking", false); * break; * case AttackingCharacter.PlayerState.WALKING: * case AttackingCharacter.PlayerState.CHASING_ENEMY: * animator.SetBool("Walking", true); * animator.SetBool("Jumping", false); * animator.SetBool("Attacking", false); * break; * case AttackingCharacter.PlayerState.ATTACKING: * animator.SetBool("Walking", false); * animator.SetBool("Jumping", false); * animator.SetBool("Attacking", true); * break; * case AttackingCharacter.PlayerState.IMMOBILE: * if (transform.parent.GetComponent<Frogocite>().isJumping) * { * animator.SetBool("Walking", false); * animator.SetBool("Attacking", false); * animator.SetBool("Jumping", true); * } * if (transform.parent.GetComponent<Frogocite>().isDead) * { * animator.SetBool("Walking", false); * animator.SetBool("Jumping", false); * animator.SetBool("Attacking", false); * animator.SetBool("Dying", true); * } * break; */ }
protected override void Start() { base.Start(); state = transform.parent.GetComponent <Enemy>().playerState; }