Beispiel #1
0
        public override void StartTimeline()
        {
            sourcePosition    = AffectedObject.transform.localPosition;
            sourceOrientation = AffectedObject.transform.localRotation;
            sourceSpeed       = Animator.speed;

            for (var layer = 0; layer < Animator.layerCount; layer++)
            {
                initialAnimationInfo[layer] = new List <AnimatorClipInfo>();
                var values = Animator.GetCurrentAnimatorClipInfo(layer);
                foreach (var value in values)
                {
                    initialAnimationInfo[layer].Add(value);
                }
            }
            for (var layer = 0; layer < Animator.layerCount; layer++)
            {
                initialAnimatorStateInfo[layer] = Animator.GetCurrentAnimatorStateInfo(layer);
            }

            if (Animator.applyRootMotion)
            {
                var existingComponents = Animator.gameObject.GetComponents <AnimationTimelineController>();
                foreach (var existingComponent in existingComponents)
                {
                    DestroyImmediate(existingComponent);
                }

                animationTimelineController = Animator.gameObject.AddComponent <AnimationTimelineController>();
                animationTimelineController.AnimationTimeline = this;
            }

            previousEnabled  = Animator.enabled;
            Animator.enabled = false;
        }
Beispiel #2
0
 public override void StopTimeline()
 {
     if (this.animationTimelineController)
     {
         UnityEngine.Object.DestroyImmediate(this.animationTimelineController);
     }
     this.animationTimelineController = null;
     this.Animator.Update(-base.Sequence.RunningTime);
     this.Animator.StopPlayback();
     this.ResetAnimation();
     this.initialAnimationInfo.Clear();
     this.initialAnimatorStateInfo.Clear();
     this.GameRunner.Stop();
     this.EditorRunner.Stop();
     this.Animator.speed = this.sourceSpeed;
 }
Beispiel #3
0
 public override void StartTimeline()
 {
     this.sourcePosition    = base.AffectedObject.transform.localPosition;
     this.sourceOrientation = base.AffectedObject.transform.localRotation;
     this.sourceSpeed       = this.Animator.speed;
     for (int i = 0; i < this.Animator.layerCount; i++)
     {
         this.initialAnimationInfo[i] = new List <AnimationInfo>(this.Animator.GetCurrentAnimationClipState(i).ToList <AnimationInfo>());
     }
     for (int j = 0; j < this.Animator.layerCount; j++)
     {
         this.initialAnimatorStateInfo[j] = this.Animator.GetCurrentAnimatorStateInfo(j);
     }
     if (this.Animator.applyRootMotion)
     {
         this.animationTimelineController = this.Animator.gameObject.AddComponent <AnimationTimelineController>();
         this.animationTimelineController.AnimationTimeline = this;
     }
 }
Beispiel #4
0
        public override void StopTimeline()
        {
            if (animationTimelineController)
            {
                DestroyImmediate(animationTimelineController);
            }
            animationTimelineController = null;

            Animator.Update(-Sequence.RunningTime);
            Animator.StopPlayback();

            ResetAnimation();

            initialAnimationInfo.Clear();
            initialAnimatorStateInfo.Clear();

            GameRunner.Stop();
            EditorRunner.Stop();

            Animator.speed = sourceSpeed;

            Animator.enabled = previousEnabled;
        }