Ejemplo n.º 1
0
        /// Plays the specified clip
        public void Play(AnimationClip anim, float speed = 1)
        {
            if (anim == null)
            {
                return;
            }

            if (m_animator.enabled == false)
            {
                m_animator.enabled = true;
            }

            // Reset animation nodes
            if (m_nodes != null)
            {
                m_nodes.Reset();
            }

                #if UNITY_5_6_OR_NEWER
            m_clipPairList[0] = new KeyValuePair <AnimationClip, AnimationClip>(m_clipPairList[0].Key, anim);
            m_controller.ApplyOverrides(m_clipPairList);
                #else
            m_clipPairArray[0].overrideClip = anim;
            m_controller.clips = m_clipPairArray;
                #endif
            m_animator.Update(0.0f);     // Update so that new clip state is reset before hitting play
            m_animator.Play(STATE_NAME_HASH, 0, 0);
            m_speed          = Mathf.Max(0, speed);
            m_animator.speed = m_speed;
            m_currAnim       = anim;
            m_animator.Update(0.0f);     // Update so that normalized time is updated immediately
        }
Ejemplo n.º 2
0
		/// Plays the specified clip
		public void Play(AnimationClip anim, float speed = 1, float time = 0, bool force = false)
		{
			if (anim == null)
				return;

			if (m_animator.enabled == false)
				m_animator.enabled = true;

			m_speed = Mathf.Max(0, speed);
			m_animator.speed = m_speed;

			if (force == false && IsPlaying(anim))
				return;

			// Reset animation nodes so any curves are 
			if (m_nodes != null)
				m_nodes.Reset();

#if UNITY_5_6_OR_NEWER
			m_clipPairList[0] = new KeyValuePair<AnimationClip, AnimationClip>(m_clipPairList[0].Key, anim);
			m_controller.ApplyOverrides(m_clipPairList);
#else
			m_clipPairArray[0].overrideClip = anim;
			m_controller.clips = m_clipPairArray;
#endif
			m_animator.Update(0.0f); // Update so that new clip state is reset before hitting play
			m_animator.Play(STATE_NAME, 0, time);
			// m_speed = Mathf.Max(0,speed);
			// m_animator.speed = m_speed;
			m_currAnim = anim;
			m_animator.Update(0.0f); // Update so that normalized time is updated immediately
		}