using UnityEngine; using System.Collections; //This script executes commands to change character animations [RequireComponent (typeof (Animator))] public class Actions : MonoBehaviour { private Animator animator; void Awake () { animator = GetComponent (); } public void Dead1() { animator.SetBool ("ACS_Dead1", true); } public void Dead2() { animator.SetBool ("ACS_Dead2", true); } public void Dead3() { animator.SetBool ("ACS_Dead3", true); } public void Dead4() { animator.SetBool ("ACS_Dead4", true); } public void StrafeLeft() { animator.SetBool ("ACS_StrafeLeft", true); } public void StrafeRight() { animator.SetBool ("ACS_StrafeRight", true); } public void Idle() { animator.SetBool ("ACS_Idle", true); } public void Idle2() { animator.SetBool ("ACS_Idle2", true); } public void Attack() { animator.SetBool ("ACS_Attack", true); } public void TurnLeft() { animator.SetBool ("ACS_TurnLeft", true); } public void TurnRight() { animator.SetBool ("ACS_TurnRight", true); } public void ChangeToWalk() { animator.SetBool ("ACS_ChangeToWalk", true); } public void ChangeToWeels() { animator.SetBool ("ACS_ChangeToWeels", true); } public void MoveWeelsForwad() { animator.SetBool ("ACS_MoveWeelsForwad", true); } public void MoveWeelsForwad2() { animator.SetBool ("ACS_MoveWeelsForwad2", true); } public void MoveWeelsBack() { animator.SetBool ("ACS_MoveWeelsBack", true); } public void WalkForwad() { animator.SetBool ("ACS_WalkForwad", true); } public void WalkForwad2() { animator.SetBool ("ACS_WalkForwad2", true); } public void WalkBack() { animator.SetBool ("ACS_WalkBack", true); } }