FiE-Game/Assets/Scripts/Fie/Ponies/Fie.Ponies.RainbowDash/FieRainbowDashAnimationContainer.cs

70 lines
3.2 KiB
C#
Raw Normal View History

2018-11-20 20:10:49 +01:00
using Fie.Object;
namespace Fie.Ponies.RainbowDash
{
public class FieRainbowDashAnimationContainer : FiePoniesAnimationContainer
{
public enum RainbowDashAnimationList
{
JUMP_TAKEOFF = 19,
JUMP,
JUMP_LANDING,
EVASION_FRONT,
EVASION_BACK,
EVASION_UP,
EVASION_DOWN,
BASE_ATTACK_1,
BASE_ATTACK_2,
BASE_ATTACK_3,
DOUBLE_PAYBACK_PREPARE_ON_GROUND,
DOUBLE_PAYBACK_PREPARE_ON_GROUND_SHORT_1,
DOUBLE_PAYBACK_PREPARE_ON_GROUND_SHORT_2,
DOUBLE_PAYBACK_PREPARE_ON_GROUND_END,
DOUBLE_PAYBACK_PREPARE_MID_AIR,
DOUBLE_PAYBACK_PREPARE_MID_AIR_SHORT_1,
DOUBLE_PAYBACK_PREPARE_MID_AIR_SHORT_2,
DOUBLE_PAYBACK_PREPARE_MID_AIR_END,
DOUBLE_PAYBACK_LOOP,
DOUBLE_PAYBACK_END,
OMNI_SMASH_START,
OMNI_SMASH_FINISHING_START,
OMNI_SMASH_FINISHING_END,
OMNI_SMASH_FINISHING_TO_IDLE,
OMNI_SMASH_FINISHING_TO_IDLE_SHORT_1,
OMNI_SMASH_WAITING,
CLOAK,
MAX_APPLEJACK_ANIMATION
}
public FieRainbowDashAnimationContainer()
{
addAnimationData(19, new FieSkeletonAnimationObject(0, "jump"));
addAnimationData(20, new FieSkeletonAnimationObject(0, "jump_idle"));
addAnimationData(22, new FieSkeletonAnimationObject(0, "evasion_front"));
addAnimationData(23, new FieSkeletonAnimationObject(0, "evasion_back"));
addAnimationData(24, new FieSkeletonAnimationObject(0, "evasion_up"));
addAnimationData(25, new FieSkeletonAnimationObject(0, "evasion_down"));
addAnimationData(26, new FieSkeletonAnimationObject(0, "base_attack_1"));
addAnimationData(27, new FieSkeletonAnimationObject(0, "base_attack_2"));
addAnimationData(28, new FieSkeletonAnimationObject(0, "base_attack_3"));
addAnimationData(29, new FieSkeletonAnimationObject(0, "counter_strike_prepare_on_ground"));
addAnimationData(30, new FieSkeletonAnimationObject(0, "counter_strike_prepare_on_ground_short_1"));
addAnimationData(31, new FieSkeletonAnimationObject(0, "counter_strike_prepare_on_ground_short_2"));
addAnimationData(32, new FieSkeletonAnimationObject(0, "counter_strike_prepare_on_ground_end"));
addAnimationData(33, new FieSkeletonAnimationObject(0, "counter_strike_prepare_mid_air"));
addAnimationData(34, new FieSkeletonAnimationObject(0, "counter_strike_prepare_mid_short_1"));
addAnimationData(35, new FieSkeletonAnimationObject(0, "counter_strike_prepare_mid_short_2"));
addAnimationData(36, new FieSkeletonAnimationObject(0, "counter_strike_prepare_mid_air_end"));
addAnimationData(37, new FieSkeletonAnimationObject(0, "counter_strike_loop"));
addAnimationData(38, new FieSkeletonAnimationObject(0, "counter_strike_end"));
addAnimationData(39, new FieSkeletonAnimationObject(0, "omnismash_start"));
addAnimationData(40, new FieSkeletonAnimationObject(0, "omnismash_finishing_start"));
addAnimationData(41, new FieSkeletonAnimationObject(0, "omnismash_finishing_end"));
addAnimationData(42, new FieSkeletonAnimationObject(0, "omnismash_finishing_to_idle"));
addAnimationData(43, new FieSkeletonAnimationObject(0, "omnismash_finishing_to_idle_short_1"));
addAnimationData(44, new FieSkeletonAnimationObject(0, "omnismash_finishing_waiting"));
addAnimationData(45, new FieSkeletonAnimationObject(0, "cloak"));
}
}
}