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