示例#1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (m_playerState == null)
        {
            m_playerState = animator.gameObject.transform.root.GetComponent <PlayerState>();
        }

        if (m_rigidbody2D == null)
        {
            m_rigidbody2D = animator.transform.root.GetComponent <Rigidbody2D>();
        }

        if (m_playerAnim == null)
        {
            m_playerAnim = animator.gameObject.GetComponent <PlayerAnimFuntion>();
        }

        m_playerAnim.ResetTrigger(m_playerAnim.hasTDownsmash);
        m_playerAnim.ResetTrigger(m_playerAnim.hashTUpper);
        m_playerAnim.ResetTrigger(m_playerAnim.hashTNormalAttack);
        m_playerAnim.SetBool(m_playerAnim.hashBMove, false);
        m_playerState.PlayerStateReset();

        m_rigidbody2D.velocity = Vector2.zero;
    }
示例#2
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.layer == LayerMask.NameToLayer("Floor"))
        {
            m_animFuntion.SetTrigger(m_animFuntion.hashTLend);
            m_animFuntion.SetBool(m_animFuntion.hashbAir, false);
            m_animFuntion.ResetTrigger(m_animFuntion.hashTFall);
            m_animFuntion.ResetTrigger(m_animFuntion.hashTEvasion);

            m_audioFunction.AudioPlay("Lend", false);
            m_playerState.PlayerStateReset();
        }
    }