架构大更

This commit is contained in:
SoulliesOfficial
2026-03-20 11:56:50 -04:00
parent e60ef64d01
commit d09b58fd80
3663 changed files with 15232012 additions and 105579 deletions

View File

@@ -9,7 +9,7 @@ namespace Assets.PixelFantasy.PixelHeroes.Common.Scripts.ExampleScripts
public class CharacterAnimation : MonoBehaviour
{
private Character _character;
public void Start()
{
_character = GetComponent<Character>();
@@ -23,20 +23,14 @@ namespace Assets.PixelFantasy.PixelHeroes.Common.Scripts.ExampleScripts
public void Ready()
{
if (GetState() == CharacterState.Run)
{
EffectManager.Instance.CreateSpriteEffect(_character, "Brake");
}
if (GetState() == CharacterState.Run) EffectManager.Instance.CreateSpriteEffect(_character, "Brake");
SetState(CharacterState.Ready);
}
public void Run()
{
if (GetState() != CharacterState.Run)
{
EffectManager.Instance.CreateSpriteEffect(_character, "Run");
}
if (GetState() != CharacterState.Run) EffectManager.Instance.CreateSpriteEffect(_character, "Run");
SetState(CharacterState.Run);
}
@@ -116,10 +110,11 @@ namespace Assets.PixelFantasy.PixelHeroes.Common.Scripts.ExampleScripts
public void SetState(CharacterState state)
{
foreach (var variable in new[] { "Idle", "Ready", "Walk", "Run", "Crouch", "Crawl", "Jump", "Fall", "Land", "Block", "Climb", "Die" })
{
_character.Animator.SetBool(variable, false);
}
foreach (var variable in new[]
{
"Idle", "Ready", "Walk", "Run", "Crouch", "Crawl", "Jump", "Fall", "Land", "Block", "Climb",
"Die"
}) _character.Animator.SetBool(variable, false);
switch (state)
{