配列、要素の位置
[列、行]
using UnityEngine; using System.Collections; public class SituationManager : MonoBehaviour { public Animator anim; private string[,] myAnimList = { {"Hostage_0_0","Hostage_0_1","Hostage_0_2"}, {"Hostage_1_0","Hostage_1_1","Hostage_1_2"}, {"Hostage_2_0","Hostage_2_1","Hostage_2_2"}, {"Hostage_3_0","Hostage_3_1","Hostage_3_2"}, {"Bandit_0_0","Bandit_0_1","Bandit_0_2"}, {"Bandit_1_0","Bandit_1_1","Bandit_1_2"}, {"Bandit_2_0","Bandit_2_1","Bandit_2_2"}, {"Empty_0_0","Empty_0_1","Idle"} }; public static SituationManager instance = null; void Awake(){ if( instance == null){ instance = this; } } public void HostageIdle(int value){ anim.Play(myAnimList[value,0]); } public void HostageCorrect(int value){ anim.Play(myAnimList[value,1]); } public void HostageIncorrect(int value){ anim.Play(myAnimList[value,2]); } public void BanditIdle(int value){ anim.Play(myAnimList[value,0]); } public void BanditCorrect(int value){ anim.Play(myAnimList[value,1]); } public void BanditIncorrect(int value){ anim.Play(myAnimList[value,2]); } public void EmptyIdle(int value){ anim.Play(myAnimList[value,0]); } public void Empty(int value){ anim.Play(myAnimList[value,1]); } public void Idle(int value){ anim.Play(myAnimList[value,2]); } }