public void AnimateAll(LLAnimationStates anim) { foreach (var runLetter in runLetters) { runLetter.Stop(); runLetter.PlayAnimation(anim); } }
public WalkParameters(Vector3 from, Vector3 to, Vector3 rotation, float duration, float delay = 0f, LLAnimationStates walkAnimation = LLAnimationStates.LL_walking, float walkSpeed = 0f, LLAnimationStates afterWalkAnimation = LLAnimationStates.LL_idle, float afterWalkSpeed = 0f, bool speak = false, bool rotateAfterWalk = false, Vector3 afterWalkRotation = default(Vector3)) { this.from = from; this.to = to; this.rotation = rotation; this.duration = duration; this.delay = delay; this.walkAnimation = walkAnimation; this.walkSpeed = walkSpeed; this.afterWalkAnimation = afterWalkAnimation; this.afterWalkSpeed = afterWalkSpeed; this.speak = speak; this.rotateAfterWalk = rotateAfterWalk; this.afterWalkRotation = afterWalkRotation; }
public void DoSmallJump() { if ((State != LLAnimationStates.LL_still) && (State != LLAnimationStates.LL_idle)) { if (!hasToGoBackState) { backState = State; } SetState(LLAnimationStates.LL_still); hasToGoBackState = true; } if (inIdleAlternative) { animator.SetTrigger("stopAlternative"); } animator.SetTrigger("doSmallJump"); }
public void DoAngry() { if ((State != LLAnimationStates.LL_still) && (State != LLAnimationStates.LL_idle)) { if (!hasToGoBackState) { backState = State; } SetState(LLAnimationStates.LL_still); hasToGoBackState = true; } if (inIdleAlternative) { animator.SetTrigger("stopAlternative"); } animator.SetFloat("random", Random.value); animator.SetTrigger("doAngry"); }
public void OnJumpStart() { if ((State != LLAnimationStates.LL_still) && (State != LLAnimationStates.LL_idle) && (State != LLAnimationStates.LL_walking)) { if (!hasToGoBackState) { backState = State; } SetState(LLAnimationStates.LL_still); hasToGoBackState = true; } if (inIdleAlternative) { animator.SetTrigger("stopAlternative"); } animator.SetBool("jumping", true); animator.SetBool("falling", true); }
/// <summary> /// onLetterShowingBack is called when the letter is twirling and it shows you the back; /// so you can swap letter in that moment! /// </summary> public void DoTwirl(System.Action onLetterShowingBack) { if ((State != LLAnimationStates.LL_still) && (State != LLAnimationStates.LL_idle) && (State != LLAnimationStates.LL_dancing)) { if (!hasToGoBackState) { backState = State; } SetState(LLAnimationStates.LL_still); hasToGoBackState = true; } if (inIdleAlternative) { animator.SetTrigger("stopAlternative"); } onTwirlCallback = onLetterShowingBack; animator.SetTrigger("doTwirl"); }
public void DoHorray() { if ((State != LLAnimationStates.LL_still) && (State != LLAnimationStates.LL_idle) && (State != LLAnimationStates.LL_rocketing)) { if (!hasToGoBackState) { backState = State; } SetState(LLAnimationStates.LL_still); hasToGoBackState = true; } if (!hooraying) { if (inIdleAlternative) { animator.SetTrigger("stopAlternative"); } animator.SetTrigger("doHorray"); } }
public void SetState(LLAnimationStates _newState) { State = _newState; }
void OnStateChanged(LLAnimationStates _oldState, LLAnimationStates _newState) { //Debug.Log((int)_newState); animator.SetBool("walking", false); animator.SetBool("dancing", false); animator.SetBool("rocketing", false); animator.SetBool("dragging", false); animator.SetBool("dancing", false); animator.SetBool("hanging", false); animator.SetBool("tickling", false); animator.SetBool("idle", false); if (_oldState != LLAnimationStates.LL_limbless && _newState == LLAnimationStates.LL_limbless) { // going limbless if (started) { Poof(); } for (int i = 0; i < normalGraphics.Length; ++i) { normalGraphics[i].SetActive(false); } for (int i = 0; i < limblessGraphics.Length; ++i) { limblessGraphics[i].SetActive(true); } } else if (_oldState == LLAnimationStates.LL_limbless && _newState != LLAnimationStates.LL_limbless) { if (started) { Poof(); } for (int i = 0; i < normalGraphics.Length; ++i) { normalGraphics[i].SetActive(true); } for (int i = 0; i < limblessGraphics.Length; ++i) { limblessGraphics[i].SetActive(false); } } switch (_newState) { case LLAnimationStates.LL_idle: case LLAnimationStates.LL_still: animator.SetBool("idle", true); break; case LLAnimationStates.LL_walking: animator.SetBool("walking", true); break; case LLAnimationStates.LL_rocketing: animator.SetBool("rocketing", true); break; case LLAnimationStates.LL_dancing: animator.SetBool("dancing", true); break; case LLAnimationStates.LL_dragging: animator.SetBool("dragging", true); break; case LLAnimationStates.LL_hanging: animator.SetBool("hanging", true); break; case LLAnimationStates.LL_tickling: animator.SetBool("tickling", true); break; default: animator.SetBool("idle", true); break; } }
/// <summary> /// play animation passed by param /// </summary> /// <param name="_animation"> animation to play </param> public void PlayAnimation(LLAnimationStates _animation) { mLetter.SetState(_animation); }
private void Walk(Vector3 from, Vector3 to, Vector3 rotation, float duration, float delay = 0f, LLAnimationStates walkAnimation = LLAnimationStates.LL_walking, float walkSpeed = 0f, LLAnimationStates afterWalkAnimation = LLAnimationStates.LL_idle, float afterWalkSpeed = 0f, bool speak = false, bool rotateAfterWalk = false, Vector3 afterWalkRotation = default(Vector3)) { var parameters = new WalkParameters(from, to, rotation, duration, delay, walkAnimation, walkSpeed, afterWalkAnimation, afterWalkSpeed, speak, rotateAfterWalk, afterWalkRotation); StopCoroutine("Walk_Coroutine"); StartCoroutine("Walk_Coroutine", parameters); }
public void PlayAnimation(LLAnimationStates anim) { letterObject.SetState(anim); }