public void OnClickStartWaist() { isPlay = true; NowPlayingAnis = WaistAniInstance; NowPlayingAnis.Ani1 = WaistAni; NowPlayingAnis.Ani2 = WaistAni2; NowPlayingAniStr = "Waist"; GameObject.Find("user").GetComponent <userXML>().init(NowPlayingAniStr); NowPlayingAnis.AniStr = NowPlayingAnis.clipList[0]; AllStopAnis(); // 애니메이션 모두 stop SetActiveFalseAll(); //애니메이션 모두 비활성화 WaistObj.SetActive(true); //허리1 애니메이션 활성화 WaistObj2.SetActive(true); //허리2 애니메이션 활성화 SetSphereTrue(); RewindAll(); ChangeWrapMode(); WaistAni.Play(NowPlayingAnis.AniStr); //if (isPause != true) //애니메이션이 실행상태여야함 //{ // if (IsPlaying(NowPlayingAnis) == true) return; //이미 애니메이션이 실행중이니 return // NowPlayingAnis.Ani1 = WaistAni; // NowPlayingAnis.Ani2 = WaistAni2; // NowPlayingAnis.AniStr = NowPlayingAniStr; // //AllStopAnis(); // 애니메이션 모두 stop // SetActiveFalseAll(); //애니메이션 모두 비활성화 // WaistObj.SetActive(true); // // RewindAll(); // ChangeWrapMode(); // WaistAni.Play(NowPlayingAnis.AniClipList[0]); // //} }
protected void ChangeState(AniClass state) { if ((state.value.Equals(string.Empty) || (this.ani.GetClip(state.value) != null)) && (this.ani[state.value] != null)) { this.PrevState = this.CurrentState; this.CurrentState = state; this.CurrentState.eventCmd(); } }
public bool IsPlaying(AniClass ani) { if (ani.Ani1.isPlaying == true && ani.Ani2.isPlaying == true) { return(true); } else { return(false); } }
void Start() { isPlay = false; //guideAvatar = new GameObject[4, 2]; // WaistObj.GetComponent<Animation>. //int temp = GameObject.Find("Room/WaistAni_Front").GetComponents<Animation>. WaistAniInstance = new AniClass(); WaistAniInstance.Ani1 = WaistAni; WaistAniInstance.Ani2 = WaistAni2; WaistAniInstance.AniStr = WaistAniInstance.Ani1.clip.name; WaistAniInstance.clipList = new List <string>(); foreach (AnimationState state in WaistAni) { WaistAniInstance.clipList.Add(state.clip.name); } ShoulderAniInstance = new AniClass(); ShoulderAniInstance.Ani1 = ShoulderAni; ShoulderAniInstance.Ani2 = ShoulderAni2; ShoulderAniInstance.AniStr = ShoulderAniInstance.Ani1.clip.name; ShoulderAniInstance.clipList = new List <string>(); foreach (AnimationState state in ShoulderAni) { ShoulderAniInstance.clipList.Add(state.clip.name); } NowPlayingAniStr = "null"; //WaistAniInstance.AniClipList = new List<string>(); //WaistAniInstance.AniClipList.Add("WaistRightKneeClip"); //WaistAniInstance.AniClipList.Add("WaistStand1Clip"); //WaistAniInstance.AniClipList.Add("WaistLeftKneeClip"); //WaistAniInstance.AniClipList.Add("WaistStand2Clip"); NowPlayingAnis = new AniClass(); //NowPlayingAnis.AniClipList = new List<string>(); //일단 애니메이션 한개밖에 없으니 Waist를 현재 애니메이션으로 하자 NowPlayingAnis = WaistAniInstance; //NowPlayingAnis.AniClipList = WaistAniInstance.AniClipList; AniObjList = new List <GameObject>(); AniObjList.Add(WaistObj); AniObjList.Add(WaistObj2); AniObjList.Add(ShoulderObj); AniObjList.Add(ShoulderObj2); AniList = new List <Animation>(); AniList.Add(WaistAni); AniList.Add(WaistAni2); AniList.Add(ShoulderAni); AniList.Add(ShoulderAni2); SetActiveFalseAll(); }
public void OnClickStartShoulder() { isPlay = true; SetSphereTrue(); NowPlayingAnis = ShoulderAniInstance; NowPlayingAnis.Ani1 = ShoulderAni; NowPlayingAnis.Ani2 = ShoulderAni2; NowPlayingAniStr = "Shoulder"; GameObject.Find("user").GetComponent <userXML>().init(NowPlayingAniStr); NowPlayingAnis.AniStr = NowPlayingAnis.clipList[0]; AllStopAnis(); // 애니메이션 모두 stop SetActiveFalseAll(); //애니메이션 모두 비활성화 ShoulderObj.SetActive(true); //허리1 애니메이션 활성화 ShoulderObj2.SetActive(true); //허리2 애니메이션 활성화 SetSphereTrue(); RewindAll(); ChangeWrapMode(); ShoulderAni.Play(NowPlayingAnis.AniStr); }
protected virtual void Event_SkillI(AniClass a) { }
protected virtual void Event_RunI(AniClass a) { }
protected virtual void Event_IdleI(AniClass a) { }
protected virtual void Event_HittedZI(AniClass a) { }
protected virtual void Event_DizzyI(AniClass a) { }
protected virtual void Event_DeadI(AniClass a) { }
protected virtual void Event_ContinuousI(AniClass a) { }
protected virtual void Event_AttackPrevI(AniClass a) { }
protected virtual void Event_AttackEndI(AniClass a) { }