Example #1
0
 public override bool OnLeave(ActorCtrl sActor)
 {
     //int nextStateID = nextState.GetStateID();
     //
     //if (nextStateID == (int)PlayerController.EnumPlayerState.Attack1)
     //{
     //    return false;
     //}
     //else
     //if (nextStateID == (int)PlayerController.EnumPlayerState.Run)
     //{
     //    if (m_controller.m_anim.IsInTransition(0))
     //    {
     //        return false;
     //    }
     //    AnimatorStateInfo animatorInfo = m_controller.m_anim.GetCurrentAnimatorStateInfo(0);
     //    if (animatorInfo.normalizedTime <= 1.0f) // play not completed
     //    {
     //        return false;
     //    }
     //}
     //
     //m_controller.m_anim.SetFloat("attackValue", 0);
     return(true);
 }
Example #2
0
    public override bool OnEnter(ActorCtrl sActor)
    {
        //if (!m_controller.m_anim.GetCurrentAnimatorStateInfo(0).IsName("idle"))
        //{
        //    m_controller.m_anim.SetBool("idle", true);
        //    //m_controller.m_anim.SetFloat("attackValue", 0);
        //    //anim.SetTrigger("changeToIdle");
        //}

        //Animator m_anim = sActor.actorObj.GetComponent<Animator>();
        //
        //m_anim.CrossFade("idle", 0.2f, 0);



        Animator          m_anim       = sActor.actorObj.GetComponent <Animator>();
        AnimatorStateInfo animatorInfo = m_anim.GetCurrentAnimatorStateInfo(0);

        //m_anim.Play("run",0,0);
        m_anim.CrossFade("idle", 0.2f, 0);
        if (animatorInfo.normalizedTime >= 1.0f)
        {
            Debug.Log("Update" + animatorInfo.normalizedTime);
        }



        return(true);
    }
Example #3
0
 public override void Update(ActorCtrl sActor)
 {
     if (sActor.m_iRunDir == 0)
     {
         sActor.actorObj.transform.position -= new Vector3(Time.fixedDeltaTime, 0, 0) * 14; //todo zhou
         sActor.actorObj.transform.rotation  = Quaternion.Euler(Vector3.zero);
     }
     else
     {
         sActor.actorObj.transform.position += new Vector3(Time.fixedDeltaTime, 0, 0) * 14;
         sActor.actorObj.transform.rotation  = Quaternion.Euler(new Vector3(0, 180f, 0));
     }
 }
Example #4
0
    public override void InputHandle(ActorCtrl sActor, BattleInputType param)
    {
        switch (param)
        {
        case BattleInputType.BIT_ATTACK:
        {
        }
        break;

        case BattleInputType.BIT_MOVE:
        {
        }
        break;

        default:
            break;
        }
    }
Example #5
0
    public override void InputHandle(ActorCtrl sActor, BattleInputType param)
    {
        switch (param)
        {
        case BattleInputType.BIT_ATTACK:
        {
        }
        break;

        case BattleInputType.BIT_MOVE:
        {
        }
        break;

        case BattleInputType.BIT_REST:
        {
            sActor.StateSet(new StateIdel());
        }
        break;

        default:
            break;
        }
    }
Example #6
0
 public virtual bool OnEnter(ActorCtrl sActor)
 {
     return(true);
 }
Example #7
0
 public virtual bool OnLeave(ActorCtrl sActor)
 {
     return(true);
 }
Example #8
0
 public virtual void Update(ActorCtrl sActor)
 {
 }
Example #9
0
 public virtual void InputHandle(ActorCtrl sActor, BattleInputType param)
 {
 }
Example #10
0
 public override bool OnLeave(ActorCtrl sActor)
 {
     //m_controller.m_anim.SetBool("idle", false);
     return(true);
 }
Example #11
0
    // string     animString = anim.GetCurrentAnimationClipState(0)[0].clip.name;

    public override void Update(ActorCtrl sActor)
    {
    }
Example #12
0
 public override bool OnEnter(ActorCtrl sActor)
 {
     //m_controller.m_anim.SetFloat("attackValue", 1.0f);
     return(true);
 }
Example #13
0
 public override bool OnLeave(ActorCtrl sActor)
 {
     return(true);
 }
Example #14
0
 public override bool OnEnter(ActorCtrl sActor)
 {
     sActor.actorObj.GetComponent <Animator>().CrossFade("run", 0.1f, 0);
     return(true);
 }