示例#1
0
            public TrapSlot(byte data)
            {
                if (data == 0)
                {
                    return;
                }

                Level = (TrapLevel)data.GetLeftNiblet();
                Type  = (TrapType)data.GetRightNiblet();
            }
//*************State
    public void SendTrapState(TrapLevel level)
    {
        SendData data = new SendData();

        data.fd  = GameGlobalData.fd;
        data.cmd = SendDataType.State;
        SendStateData stateData = new SendStateData();

        stateData.state              = (char)PlayerState.Trap;
        stateData.trapData           = new SendStateData.SendTrapData();
        stateData.trapData.trapLevel = (char)level;
        data.state = stateData;
        logicSwap.ForceSend(data);
    }
示例#3
0
    void setTrapState(Animator animator, TrapLevel level)
    {
        switch (level)
        {
        case TrapLevel.Trap1:
            animator.Play("Trap");
            break;

        case TrapLevel.Trap2:
            animator.Play("Trap2");
            break;

        case TrapLevel.Trap3:
            animator.Play("Trap3");
            break;
        }
    }
示例#4
0
    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{

    //}

    void setChildState(Animator animator, PlayerState state)
    {
        switch (state)
        {
        case PlayerState.Trap:
            TrapLevel level = (TrapLevel)animator.GetInteger(PlayerAnimationStateTransform.TrapString);
            setTrapState(animator, level);
            break;

        case PlayerState.Save:
            animator.Play("Save");
            break;

        case PlayerState.Death:
            animator.Play("Death");
            break;
        }
    }