FiE-Game/Assets/Scripts/Fie/Enemies/HoovesRaces/QueenChrysalis/FieQueenChrysalisAnimationContainer.cs

64 lines
2.6 KiB
C#

using Fie.Object;
namespace Fie.Enemies.HoovesRaces.QueenChrysalis
{
public class FieQueenChrysalisAnimationContainer : FieEnemiesHoovesRacesAnimationContainer
{
public enum QueenChrysalisAnimationList
{
BACK_STEP = 8,
AIRRAID_ATTACKING,
AIRRAID_FINISHMOVE,
AIRRAID_PREPARE,
AIRRAID_TO_IDLE,
CALL_MINIONS_MIDAIR,
CALL_MINIONS_ONGROUND,
CRUCIBLE_FLYBY,
CRUCIBLE_KICK,
DOUBLE_SLASH,
DOUBLE_SLASH_MIDAIR,
GRAB_BURN,
GRAB_FAILED,
GRAB_PREBURN,
GRAB_START,
JUMP_IDLE,
JUMP_END,
METEOR_SHOWER_IDLE,
METEOR_SHOWER_PREPARE,
METEOR_SHOWER_TO_IDLE,
SHOOT_HORMING,
SHOOT_PENETRATION,
EMOTION_NORMAL,
EMOTION_EYE_CLOSE,
MAX_CHANGELING_ALPHA_ANIMATION
}
public FieQueenChrysalisAnimationContainer()
{
addAnimationData(8, new FieSkeletonAnimationObject(0, "backstep"));
addAnimationData(9, new FieSkeletonAnimationObject(0, "airraid_attacking"));
addAnimationData(10, new FieSkeletonAnimationObject(0, "airraid_finishmove"));
addAnimationData(11, new FieSkeletonAnimationObject(0, "airraid_prepare"));
addAnimationData(12, new FieSkeletonAnimationObject(0, "airraid_to_idle"));
addAnimationData(13, new FieSkeletonAnimationObject(0, "call_minions_midair"));
addAnimationData(14, new FieSkeletonAnimationObject(0, "call_minions_onground"));
addAnimationData(15, new FieSkeletonAnimationObject(0, "crucible_flyby"));
addAnimationData(16, new FieSkeletonAnimationObject(0, "crucible_kick"));
addAnimationData(17, new FieSkeletonAnimationObject(0, "double_slash"));
addAnimationData(18, new FieSkeletonAnimationObject(0, "double_slash_midair"));
addAnimationData(19, new FieSkeletonAnimationObject(0, "grab_burn"));
addAnimationData(20, new FieSkeletonAnimationObject(0, "grab_failed"));
addAnimationData(21, new FieSkeletonAnimationObject(0, "grab_preburn"));
addAnimationData(22, new FieSkeletonAnimationObject(0, "grab_start"));
addAnimationData(23, new FieSkeletonAnimationObject(0, "jump_idle"));
addAnimationData(24, new FieSkeletonAnimationObject(0, "jump_end_shallow"));
addAnimationData(25, new FieSkeletonAnimationObject(0, "meteor_shower_idle"));
addAnimationData(26, new FieSkeletonAnimationObject(0, "meteor_shower_prepare"));
addAnimationData(27, new FieSkeletonAnimationObject(0, "meteor_shower_to_idle"));
addAnimationData(28, new FieSkeletonAnimationObject(0, "shoot_horming"));
addAnimationData(29, new FieSkeletonAnimationObject(0, "shoot_penetration"));
addAnimationData(30, new FieSkeletonAnimationObject(1, "emotion_eye_open"));
addAnimationData(31, new FieSkeletonAnimationObject(1, "emotion_eye_close"));
}
}
}