[英]Unity 2D - State Machine
I made a state machine to control my inputs and state animations. 我制作了一个状态机来控制我的输入和状态动画。 How can I use the following enum: 我如何使用以下枚举:
public enum mover_personagem
{
mover_on,
move_off
}
to activate and deactive input as follows: 激活和停用输入,如下所示:
private void Movimentar(float horizontal)
{
if (move == mover_personagem.mover_on)
{
anim.SetFloat("speed", Mathf.Abs(Input.GetAxis("Horizontal")));
myRigibody2D.velocity = new Vector2(
horizontal * moveSpeed,
myRigibody2D.velocity.y);
}
}
If i use the state mover_off
when a dialog box is open for the player stop walk animation, it's not working. 如果在为播放器停止行走动画打开对话框时使用状态mover_off
,则该行不通。
You can create a Class named Globals
or whatever you want where you can declare all the static variables. 您可以创建一个名为Globals
的类,也可以在需要的地方声明所有静态变量。
For example, you have created your enum
and its variable
in Globals.cs
. 例如,您已经在Globals.cs
创建了enum
及其variable
。
public enum MOVER_STATE
{
ON,
OFF
}
public class Globals
{
public static MOVER_STATE CURRENT_MOVER_STATE = MOVER_STATE.OFF; // Initial State
}
Now you can check it anywhere in any class, like 现在,您可以在任何班级的任何地方检查它,例如
switch(Globals.CURRENT_MOVER_STATE){
case MOVER_STATE.OFF:
//TODO: Do anything if Off
break;
case MOVER_STATE.ON:
//TODO: Do anything if On
break;
}
You can also assign it anywhere. 您也可以在任何地方分配它。
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