public override bool OnLeave(ActorCtrl sActor) { //int nextStateID = nextState.GetStateID(); // //if (nextStateID == (int)PlayerController.EnumPlayerState.Attack1) //{ // return false; //} //else //if (nextStateID == (int)PlayerController.EnumPlayerState.Run) //{ // if (m_controller.m_anim.IsInTransition(0)) // { // return false; // } // AnimatorStateInfo animatorInfo = m_controller.m_anim.GetCurrentAnimatorStateInfo(0); // if (animatorInfo.normalizedTime <= 1.0f) // play not completed // { // return false; // } //} // //m_controller.m_anim.SetFloat("attackValue", 0); return(true); }
public override bool OnEnter(ActorCtrl sActor) { //if (!m_controller.m_anim.GetCurrentAnimatorStateInfo(0).IsName("idle")) //{ // m_controller.m_anim.SetBool("idle", true); // //m_controller.m_anim.SetFloat("attackValue", 0); // //anim.SetTrigger("changeToIdle"); //} //Animator m_anim = sActor.actorObj.GetComponent<Animator>(); // //m_anim.CrossFade("idle", 0.2f, 0); Animator m_anim = sActor.actorObj.GetComponent <Animator>(); AnimatorStateInfo animatorInfo = m_anim.GetCurrentAnimatorStateInfo(0); //m_anim.Play("run",0,0); m_anim.CrossFade("idle", 0.2f, 0); if (animatorInfo.normalizedTime >= 1.0f) { Debug.Log("Update" + animatorInfo.normalizedTime); } return(true); }
public override void Update(ActorCtrl sActor) { if (sActor.m_iRunDir == 0) { sActor.actorObj.transform.position -= new Vector3(Time.fixedDeltaTime, 0, 0) * 14; //todo zhou sActor.actorObj.transform.rotation = Quaternion.Euler(Vector3.zero); } else { sActor.actorObj.transform.position += new Vector3(Time.fixedDeltaTime, 0, 0) * 14; sActor.actorObj.transform.rotation = Quaternion.Euler(new Vector3(0, 180f, 0)); } }
public override void InputHandle(ActorCtrl sActor, BattleInputType param) { switch (param) { case BattleInputType.BIT_ATTACK: { } break; case BattleInputType.BIT_MOVE: { } break; default: break; } }
public override void InputHandle(ActorCtrl sActor, BattleInputType param) { switch (param) { case BattleInputType.BIT_ATTACK: { } break; case BattleInputType.BIT_MOVE: { } break; case BattleInputType.BIT_REST: { sActor.StateSet(new StateIdel()); } break; default: break; } }
public virtual bool OnEnter(ActorCtrl sActor) { return(true); }
public virtual bool OnLeave(ActorCtrl sActor) { return(true); }
public virtual void Update(ActorCtrl sActor) { }
public virtual void InputHandle(ActorCtrl sActor, BattleInputType param) { }
public override bool OnLeave(ActorCtrl sActor) { //m_controller.m_anim.SetBool("idle", false); return(true); }
// string animString = anim.GetCurrentAnimationClipState(0)[0].clip.name; public override void Update(ActorCtrl sActor) { }
public override bool OnEnter(ActorCtrl sActor) { //m_controller.m_anim.SetFloat("attackValue", 1.0f); return(true); }
public override bool OnLeave(ActorCtrl sActor) { return(true); }
public override bool OnEnter(ActorCtrl sActor) { sActor.actorObj.GetComponent <Animator>().CrossFade("run", 0.1f, 0); return(true); }