static bool Animation_PlayQueued__String__QueueMode(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 2)
        {
            System.String         arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg);
            UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)JSApi.getEnum((int)JSApi.GetType.Arg);
            JSMgr.datax.setObject((int)JSApi.SetType.Rval, ((UnityEngine.Animation)vc.csObj).PlayQueued(arg0, arg1));
        }

        return(true);
    }
    static bool Animation_CrossFadeQueued__String__Single__QueueMode__PlayMode(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 4)
        {
            System.String         arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg);
            System.Single         arg1 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg);
            UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)JSApi.getEnum((int)JSApi.GetType.Arg);
            UnityEngine.PlayMode  arg3 = (UnityEngine.PlayMode)JSApi.getEnum((int)JSApi.GetType.Arg);
            JSMgr.datax.setObject((int)JSApi.SetType.Rval, ((UnityEngine.Animation)vc.csObj).CrossFadeQueued(arg0, arg1, arg2, arg3));
        }

        return(true);
    }
Ejemplo n.º 3
0
 public static int PlayQueued1_wrap(long L)
 {
     try
     {
         long nThisPtr             = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.Animation obj = get_obj(nThisPtr);
         string arg0 = FCLibHelper.fc_get_string_a(L, 0);
         UnityEngine.QueueMode      arg1 = (UnityEngine.QueueMode)(FCLibHelper.fc_get_int(L, 1));
         UnityEngine.AnimationState ret  = obj.PlayQueued(arg0, arg1);
         long ret_ptr = FCLibHelper.fc_get_return_ptr(L);
         long v       = FCGetObj.PushObj(ret);
         FCLibHelper.fc_set_value_wrap_objptr(ret_ptr, v);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
Ejemplo n.º 4
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        public void CrossFadeQueued(string name, float fadeLength = 0.3F, UnityEngine.QueueMode queue = QueueMode.CompleteOthers, UnityEngine.PlayMode mode = PlayMode.StopSameLayer, bool backToStand = false)
        {
            if (this.GameObject == null || animation == null || string.IsNullOrEmpty(name))
            {
                return;
            }
            name = GetAniName(name);
            if (nextAnimNoCrossFade)
            {
                nextAnimNoCrossFade = false;
                PlayQueued(name, queue, mode, backToStand);
                return;
            }
            foreach (Entity ent in mAttaches)
            {
                if (ent is GOEActorEntity)
                {
                    GOEActorEntity ae = ent as GOEActorEntity;
                    if (!ae.IsVirtual)
                    {
                        continue;
                    }
                    ae.CrossFadeQueued(name, fadeLength, queue, mode);
                }
            }
            AnimationClip animClip = animation.GetClip(name);

            if (animClip == null)
            {
                string animName = name + ANIM_SUFFIX;
                GOERoot.ResMgrImp.GetAsset(animName, (string cbName, UnityEngine.Object cbObject) =>
                {
                    OnLoadAnim(name, cbObject);
                });
                return;
                //Debug.LogError("CrossFadeQueued must make sure that the animation clip is on the character, animation is -> " + name);
            }

            animation.CrossFadeQueued(name, fadeLength, queue, mode);
            setAniSpeed(name);
            appendStand(backToStand);
        }
Ejemplo n.º 5
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 public static int CrossFadeQueued_wrap(long L)
 {
     try
     {
         long                  nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L);
         Animation             obj      = get_obj(nThisPtr);
         string                arg0     = FCLibHelper.fc_get_string_a(L, 0);
         float                 arg1     = FCLibHelper.fc_get_float(L, 1);
         UnityEngine.QueueMode arg2     = (UnityEngine.QueueMode)(FCLibHelper.fc_get_int(L, 2));
         UnityEngine.PlayMode  arg3     = (UnityEngine.PlayMode)(FCLibHelper.fc_get_int(L, 3));
         AnimationState        ret      = obj.CrossFadeQueued(arg0, arg1, arg2, arg3);
         long                  ret_ptr  = FCLibHelper.fc_get_return_ptr(L);
         long                  v        = FCGetObj.PushObj(ret);
         FCLibHelper.fc_set_value_intptr(ret_ptr, v);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }