/// <summary> /// Set the animation state. Will only have an effect if stateName is different from current animation stateName. /// </summary> public void SetState(string stateName) { if (animations.ContainsKey(stateName) == false) { Debug.ULogErrorChannel("Animation", "SetState tries to set " + stateName + " which doesn't exist."); return; } if (stateName != currentAnimationState) { currentAnimationState = stateName; currentAnimation = animations[currentAnimationState]; currentAnimation.Play(); ShowSprite(currentAnimation.CurrentFrameName); } }
/// <summary> /// Set the animation state. Will only have an effect if stateName is different from current animation stateName. /// </summary> public void SetState(string stateName) { if (animations.ContainsKey(stateName) == false) { return; } if (stateName == currentAnimationState) { return; } currentAnimationState = stateName; currentAnimation = animations[currentAnimationState]; currentAnimation.Play(); ShowSprite(currentAnimation.CurrentFrameName); }
/// <summary> /// Set the animation state. Will only have an effect if stateName is different from current animation stateName. /// </summary> public void SetState(string stateName) { if (stateName == currentAnimationState) { return; } SpritenameAnimation animation; if (animations.TryGetValue(stateName, out animation) == false) { return; } currentAnimationState = stateName; currentAnimation = animation; currentAnimation.Play(); ShowSprite(currentAnimation.CurrentFrameName); }