private void SetHoleStateChange( HoleStateChange C) { _holeSChange [0] = C; _holeSChange [1] = C; _holeSChange [2] = C; _holeSChange [3] = C; }
void UpdateHolesAnim() { for (int i = 0; i < 4; i++) { HoleStateChange hState = _holeSChange [i]; UpdateHoleState(hState, i); _holeSChangePrev [i] = _holeSChange [i]; } }
void UpdateHolesAnimOnChange() { for (int i = 0; i < 4; i++) { HoleStateChange hState = _holeSChange [i]; bool bChanged = (hState != _holeSChangePrev [i]); if (bChanged) { UpdateHoleState(hState, i); _holeSChangePrev [i] = _holeSChange [i]; } } }
private void UpdateHoleState(HoleStateChange hState, int i) { Animator[] hAnims = new Animator[4] { _AnimHL0, _AnimHL1, _AnimHR0, _AnimHR1 }; if (hState == HoleStateChange.STEADY) { hAnims [i].Play("Steady"); } else if (hState == HoleStateChange.GROWUP) { hAnims [i].Play("GrowUp"); } else if (hState == HoleStateChange.SHRINK) { hAnims [i].Play("Shrink"); } else if (hState == HoleStateChange.SCATTER) { hAnims [i].Play("Scatter"); } else if (hState == HoleStateChange.START_ABSORB) { hAnims [i].Play("AbsorbingON"); } else if (hState == HoleStateChange.STOP_ABSORB) { hAnims [i].Play("AbsorbingOFF"); } }