Ejemplo n.º 1
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!notifiedApex && stateInfo.normalizedTime > 0.2)
     {
         notifiedApex = true;
         animator.SendMessageUpwards("OnThrowApex");
     }
     if (!notifiedMovement && stateInfo.normalizedTime > 0.5)
     {
         notifiedMovement = true;
         animator.SendMessageUpwards("OnEnableMovement");
     }
 }
Ejemplo n.º 2
0
 // OnStateExit is called before OnStateExit is called on any state inside this state machine
 override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (sendTo == Option.selfOnly)
     {
         animator.SendMessage(messageName, _require);
     }
     else if (sendTo == Option.selfAndParent)
     {
         animator.SendMessage(messageName, _require);
         if (animator.transform.parent)
         {
             animator.transform.parent.SendMessage(messageName, _require);
         }
     }
     else if (sendTo == Option.parentOnly)
     {
         if (animator.transform.parent)
         {
             animator.transform.parent.SendMessage(messageName, _require);
         }
     }
     else if (sendTo == Option.upwards)
     {
         animator.SendMessageUpwards(messageName, _require);
     }
 }
Ejemplo n.º 3
0
    // 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
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        foreach (var msg in OnUpdateMessages)
        {
            animator.SendMessageUpwards(msg);
        }
    }
Ejemplo n.º 4
0
 // 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)
 {
     foreach (string temp in OnEnterFunction)
     {
         animator.SendMessageUpwards(temp);
     }
 }
Ejemplo n.º 5
0
    // 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
    //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)
    {
        foreach (string callback in callbackFunctions)
        {
            animator.SendMessageUpwards(callback);
        }
    }
Ejemplo n.º 6
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // 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)
    {
        foreach (var msg in onExitMessages)
        {
            animator.SendMessageUpwards(msg);
        }
    }
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     foreach (var msg in onEnterMessages)
     {
         //animator.gameObject.SendMessage(msg);
         //animator.SendMessage(msg);
         animator.SendMessageUpwards(msg);
     }
 }
 // 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)
 {
     if (stateInfo.IsTag("Attack"))
     {
         animator.SendMessageUpwards("AttackAnimationComplete", SendMessageOptions.DontRequireReceiver);
     }
     else if (stateInfo.IsTag("LongAttack"))
     {
         animator.SendMessageUpwards("LongAttackAnimationComplete", SendMessageOptions.DontRequireReceiver);
     }
     else if (stateInfo.IsTag("ConeAttack"))
     {
         animator.SendMessageUpwards("ConeAttackAnimationComplete", SendMessageOptions.DontRequireReceiver);
     }
     else if (stateInfo.IsTag("Bite"))
     {
         animator.SendMessageUpwards("BiteAnimationComplete", SendMessageOptions.DontRequireReceiver);
     }
     else if (stateInfo.IsTag("SwingOpen"))
     {
         Debug.Log("upwards " + animator);
         animator.SendMessageUpwards("SwingOpenAnimationComplete", SendMessageOptions.DontRequireReceiver);
     }
     else if (stateInfo.IsTag("SwingClose"))
     {
         Debug.Log("upwards " + animator);
         animator.SendMessageUpwards("SwingCloseAnimationComplete", SendMessageOptions.DontRequireReceiver);
     }
 }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (MethodCalled)
     {
         return;
     }
     if (TimePassed >= DelayAmount)
     {
         MethodCalled = true;
         animator.SendMessageUpwards(TargetMethod);
     }
     TimePassed += Time.deltaTime;
 }
Ejemplo n.º 10
0
 // OnStateExit is called before OnStateExit is called on any state inside this state machine
 public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (sendTo == Option.selfOnly)
         animator.SendMessage(messageName, _require);
     else if (sendTo == Option.selfAndParent) {
         animator.SendMessage(messageName, _require);
         if (animator.transform.parent)
             animator.transform.parent.SendMessage(messageName, _require);
     } else if (sendTo == Option.parentOnly) {
         if (animator.transform.parent)
             animator.transform.parent.SendMessage(messageName, _require);
     } else if (sendTo == Option.upwards)
         animator.SendMessageUpwards(messageName, _require);
 }
Ejemplo n.º 11
0
    // 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
    //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.SendMessageUpwards(TargetMethod);
    }
Ejemplo n.º 12
0
 // 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)
 {
     animator.SendMessageUpwards("CompleteSequenceCallback");
 }