diff options
Diffstat (limited to 'Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs')
-rw-r--r-- | Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs index a4752a8b..33bd4d4e 100644 --- a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs +++ b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs @@ -132,17 +132,17 @@ public class PCAnimation : UnitAnimation public void AnimIdle() { - this.CrossFade(EAnimState.Idle, 0.2f, 0); + CrossFade(EAnimState.Idle, 0.2f, 0); } public void AnimMove() { - this.CrossFade(EAnimState.Move, 0.01f, 0); + CrossFade(EAnimState.Move, 0.01f, 0); } public void AnimJump() { - this.CrossFade(EAnimState.Jump, 0.01f); + CrossFade(EAnimState.Jump, 0.01f); } public void AnimAirAttack(int id) @@ -151,16 +151,16 @@ public class PCAnimation : UnitAnimation switch (id) { case 0: - this.CrossFade(EAnimState.AirAttack0, 0.05f); + CrossFade(EAnimState.AirAttack0, 0.05f); break; case 1: - this.CrossFade(EAnimState.AirAttack1, 0.05f); + CrossFade(EAnimState.AirAttack1, 0.05f); break; case 2: - this.CrossFade(EAnimState.AirAttack2, 0.05f); + CrossFade(EAnimState.AirAttack2, 0.05f); break; case 3: - this.CrossFade(EAnimState.AirAttack3, 0.05f); + CrossFade(EAnimState.AirAttack3, 0.05f); break; } } @@ -171,16 +171,16 @@ public class PCAnimation : UnitAnimation switch (id) { case 0: - this.CrossFade(EAnimState.Attack0, 0.05f); + CrossFade(EAnimState.Attack0, 0.02f); break; case 1: - this.CrossFade(EAnimState.Attack1, 0.05f); + CrossFade(EAnimState.Attack1, 0.02f); break; case 2: - this.CrossFade(EAnimState.Attack2, 0.05f); + CrossFade(EAnimState.Attack2, 0.02f); break; case 3: - this.CrossFade(EAnimState.Attack3, 0.05f); + CrossFade(EAnimState.Attack3, 0.02f); break; } } @@ -193,18 +193,18 @@ public class PCAnimation : UnitAnimation } else { - this.CrossFade(EAnimState.AirDash, 0.05f); + CrossFade(EAnimState.AirDash, 0.05f); } } public void AnimLanding() { - this.CrossFade(EAnimState.Landing, 0.05f); + CrossFade(EAnimState.Landing, 0.05f); } public void AnimLandingGround() { - this.CrossFade(EAnimState.LandingGround, 0.00f); + CrossFade(EAnimState.LandingGround, 0.00f); } private void Play(EAnimState animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity) |