using System; using System.Collections; using UnityEngine; using Animancer; using DarkTonic.MasterAudio; public class PlayerAIAnimator : MonoBehaviour { public PlayerAI playerAI; private void Start() { playerAI = GetComponentInParent(); } [Header("出生音效")] [SoundGroup] public string bothSound; [Header("死亡音效")] [SoundGroup] public string dieSound; [Header("移动音效")] [SoundGroup] public string moveSound; [Header("攻击音效")] [SoundGroup] public string attackSound; [Header("受击音效")] [SoundGroup] public string hitSound; public void PlaySound(int id) { string curSound = ""; switch (id) { case 0: curSound = bothSound; break; case 1: curSound = moveSound; break; case 2: curSound = attackSound; break; case 3: curSound = dieSound; break; case 4: curSound = hitSound; break; } PlaySound3DRPC(curSound,transform,true); } public void PlaySound3DRPC(string sound,Transform tran,bool isStop) { if(isStop) MasterAudio.StopAllSoundsOfTransform(tran); MasterAudio.PlaySound3DAtTransform(sound, tran); } public void StopAttack() { playerAI.StopAttack(); } public void SelfDie() { } // public void Die() // { // if(playerAI.isServer) // //GameManager.Ins.DeleteEnemy(playerAI.id,transform); // } }