Ejemplo n.º 1
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        void OnStartedTransitionToWalking(AnimatorAccess.TransitionInfo info, AnimatorAccess.LayerStatus status)
        {
            walkingDirection = ToDirection(speed);
            anim.SetRotate((int)walkingDirection);
            randomRotationTimestamp = Time.realtimeSinceStartup;
//			LogTransition ("OnStartedTransitionToWalking", info);
        }
Ejemplo n.º 2
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        void OnIdle(AnimatorAccess.StateInfo info, AnimatorAccess.LayerStatus status)
        {
            float random = Random.value;

            if (random > YawnThreshold)
            {
                // start yawning from time to time which will block input
                anim.SetYawnTrigger();
            }
            if (Time.realtimeSinceStartup - randomRotationTimestamp > randomRotationInterval)
            {
                // rotate after randomRotationInterval to random direction
                int currrentRotation = anim.GetRotate();
                int newRotation      = currrentRotation == 0 ? (int)Mathf.Sign((int)Random.Range(-1, 1)) : 0;
                anim.SetRotate(newRotation);
                randomRotationTimestamp = Time.realtimeSinceStartup;
            }
        }
Ejemplo n.º 3
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 void OnEnterYawning(AnimatorAccess.StateInfo info, AnimatorAccess.LayerStatus status)
 {
     speed = 0f;
     audio.Play();
 }
Ejemplo n.º 4
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        void OnAnyLayer0TransitionSecondAction(AnimatorAccess.TransitionInfo info, AnimatorAccess.LayerStatus status)
        {
//			LogTransition ("OnAnyLayer0TransitionSecondAction - " + status.Layer, info);
        }
Ejemplo n.º 5
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 void LogStateChange(string method, AnimatorAccess.StateInfo info, AnimatorAccess.LayerStatus status)
 {
     UnityEngine.Debug.Log(string.Format("[t={0:0.00}] == '{1:-25}' callback: {2}, previous state was {3}", Time.realtimeSinceStartup, info.Name, method, anim.GetStateName(status.State.Previous)));
 }
Ejemplo n.º 6
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 void OnAnyStateChangeDebug(AnimatorAccess.StateInfo info, AnimatorAccess.LayerStatus status)
 {
     LogStateChange("OnAnyStateChange", info, status);
 }