// OnStateEnter is called before OnStateEnter is called on any state inside this state machine //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called before OnStateExit is called on any state inside this state machine public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.ResetTrigger("prep"); animator.ResetTrigger("draw"); animator.ResetTrigger("vote"); animator.ResetTrigger("result"); }
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.ResetTrigger ("Attack1"); animator.ResetTrigger ("Attack2"); animator.ResetTrigger ("Attack3"); animator.ResetTrigger ("ChargedAttack"); animator.SetBool ("HeavyCombo", false); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.GetComponent<Character>().Attack = false; if (stateInfo.IsTag("attack")) { animator.GetComponent<Character>().MeleeAttack(); } animator.ResetTrigger("attack"); animator.ResetTrigger("throw"); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateinfo, int layerindex) { if (Player.Instance.OnGround) { animator.SetBool("land", false); animator.ResetTrigger("jump"); } }
//public static bool fade = false; void Start () { anim = GetComponent<Animator>(); spr = GetComponent<SpriteRenderer>(); anim.ResetTrigger("boltFade"); bolt = false; // spr.color = Color.red; // Debug.Log(spr.color); //gameObject.GetComponent<Rigidbody2D>().simulated = false; }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { var minion = animator.gameObject.GetComponent<Minion>(); minion.navMeshAgent.SetDestination(minion.gatheringFlag.transform.position); minion.navMeshAgent.Resume(); Minion.TargetType targetType = minion.UpdateTarget(); if (targetType == Minion.TargetType.Minion) { animator.SetTrigger("TargetMinion"); animator.ResetTrigger("TargetConstruction"); animator.ResetTrigger("NoTarget"); } else if (targetType == Minion.TargetType.Construction) { animator.SetTrigger("TargetConstruction"); animator.ResetTrigger("TargetMinion"); animator.ResetTrigger("NoTarget"); } else { animator.SetTrigger("NoTarget"); animator.ResetTrigger("TargetConstruction"); animator.ResetTrigger("TargetMinion"); } animator.SetBool("Arrived", minion.HasArrived()); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { var minion = animator.gameObject.GetComponent<Minion>(); minion.ChaseEnemy(); attackTimer += Time.deltaTime; if(attackTimer >= attackInterval) { attackTimer -= attackInterval; minion.AttackEnemy(); } Vector3 currFlagPos = flag.transform.position; if ((enterFlagPos - currFlagPos).sqrMagnitude > flag.smallMoveRange * flag.smallMoveRange) animator.SetBool("FlagMove", true); else animator.SetBool("FlagMove", false); //animator.SetBool("FlagMove", (enterFlagPos - currFlagPos).sqrMagnitude > //flag.smallMoveRange * //flag.smallMoveRange); Minion.TargetType targetType = minion.UpdateTarget(); if (targetType == Minion.TargetType.Minion) { animator.SetTrigger("TargetMinion"); animator.ResetTrigger("TargetConstruction"); animator.ResetTrigger("NoTarget"); } else if (targetType == Minion.TargetType.Construction) { animator.SetTrigger("TargetConstruction"); animator.ResetTrigger("TargetMinion"); animator.ResetTrigger("NoTarget"); } else { animator.SetTrigger("NoTarget"); animator.ResetTrigger("TargetConstruction"); animator.ResetTrigger("TargetMinion"); } }
private static void CarsContainerCheck(MoleculeContainer target, Animator animator, MoleculeCar[] cars) { foreach (var car in cars) { if (car.State == MoleculeCar.CarState.Waiting) { var carCargos = car.gameObject.GetComponentsInChildren<MoleculeCarCargo>(); foreach (var cargo in carCargos) { if (!cargo.IsLoaded && cargo.Formula == target.ContainerFormula && target.CollectCount > 5 && !target.IsAnimated) { /* var go = (GameObject)Instantiate(ContainerPrefab, Vector3.zero, Quaternion.identity); go.transform.parent = cargo.gameObject.transform; go.transform.position = cargo.gameObject.transform.position; go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one * 0.001f; */ target.IsAnimated = true; target.gameObject.transform.parent = null; var throwTo = target.gameObject.AddComponent<ThrowBehavior>(); throwTo.Projectile = target.gameObject.transform; throwTo.Target = cargo.gameObject.transform; throwTo.firingAngle = 45f; var currentCar = car; var currentCargo = cargo; throwTo.AfterThrowAction = new Action(() => { target.transform.parent = currentCargo.transform; target.transform.position = currentCargo.gameObject.transform.position; target.transform.localPosition = Vector3.zero; target.transform.localScale = Vector3.one * 0.001f; // target.Get(10); currentCargo.IsLoaded = true; if (!target.CanGet(1)) { if (animator != null) animator.ResetTrigger(enoughsourcestrigger); } var stopPoint = GameObject.Find("StopPoint" + currentCar.Index); var coin = stopPoint.GetComponentInChildren<MoleculeCoin>(); coin.BornCoin(); }); } } } } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.GetComponent<Character>().Attack = false; animator.ResetTrigger("attack"); animator.ResetTrigger("throw"); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Player.Instance.Attack = false; animator.ResetTrigger("uppercut"); animator.ResetTrigger("throw"); }
// Use this for initialization void Start() { transform.position = new Vector3(0, GlobalVariables.playerDefHeight, 0); anim = GetComponent<Animator>(); anim.ResetTrigger("TriggerHurt"); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Player.Instance.Jump = false; animator.ResetTrigger("jump"); }
void Start () { anim = GetComponent<Animator>(); anim.SetTrigger("instructionOpen"); anim.ResetTrigger("instructionClose"); }
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateExit(animator, stateInfo, layerIndex); animator.ResetTrigger(exit); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Player.Instance.Slide = false; animator.ResetTrigger("slide"); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Brawler.Instance.Attack = false; animator.ResetTrigger("attack"); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.ResetTrigger("atacarmele"); }