protected void setNPCDirection (Vector3 direction)
{
npcDir = direction;
//WalkingDirection anim = WalkingDirection.STILL_DOWN_LEFT;
/*
// Old
switch (npcDir)
{
case NPCDirection.L:
case NPCDirection.BL:
case NPCDirection.B:
anim = WalkingDirection.MOVING_DOWN_LEFT;
break;
case NPCDirection.R:
case NPCDirection.BR:
anim = WalkingDirection.MOVING_DOWN_RIGHT;
break;
case Vector3.zero:
anim = WalkingDirection.STILL_DOWN_LEFT;
}
//*/
// Testing
/*
if (npcDir.Equals(NPCDirection.TL)
|| npcDir.Equals(NPCDirection.T)
|| npcDir.Equals(NPCDirection.TR))
{
anim = WalkingDirection.MOVING_UP_LEFT;
}
else if (npcDir.Equals(NPCDirection.R)
|| npcDir.Equals(NPCDirection.BR)
|| npcDir.Equals(NPCDirection.BL)
|| npcDir.Equals(NPCDirection.L)
|| npcDir.Equals(NPCDirection.B)
)
{
anim = WalkingDirection.MOVING_DOWN_LEFT;
}
//*/
/*
* New
if (npcDir.Equals(NPCDirection.TL))
{
anim = WalkingDirection.MOVING_UP_LEFT;
}
else if (npcDir.Equals(NPCDirection.T) || npcDir.Equals(NPCDirection.TR))
{
anim = WalkingDirection.MOVING_UP_RIGHT;
}
*/
//setAnimatorInteger ((int)anim);
}