Example #1
0
        ///──────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
        /// <summary>
        /// Syncronize the Horse/Rider animations if Rider loose sync with the animal on the locomotion state
        /// </summary>
        protected virtual void Animators_ReSync()
        {
            if (!Anim)
            {
                return;
            }
            if (!Montura.syncAnimators)
            {
                return;                                                                                             //Don't Sync animators when that parameter is disabled
            }
            if (Montura.Animal.AnimState == AnimTag.Locomotion)                                                     //Search for syncron the locomotion state on the animal
            {
                RiderNormalizedTime = Anim.GetCurrentAnimatorStateInfo(MountLayerIndex).normalizedTime;             //Get the normalized time from the Rider
                HorseNormalizedTime = Montura.Animal.Anim.GetCurrentAnimatorStateInfo(0).normalizedTime;            //Get the normalized time from the Horse

                syncronize = true;

                if (Mathf.Abs(RiderNormalizedTime - HorseNormalizedTime) > 0.1f && Time.time - LastSyncTime > 1f)   //Checking if the animal and the rider are unsync by 0.2
                {
                    Anim.CrossFade(AnimTag.Locomotion, 0.2f, MountLayerIndex, HorseNormalizedTime);                 //Normalized with blend
                    LastSyncTime = Time.time;
                }
            }
            else
            {
                syncronize          = false;
                RiderNormalizedTime = HorseNormalizedTime = 0;
            }
        }
 /// <summary>
 /// Set an Action using their Action ID (Find the IDs on the Animator Actions Transitions)
 /// </summary>
 /// <param name="actionName">Name of the Animation State</param>
 public virtual void SetAction(string actionName)
 {
     if (CurrentAnimState.tagHash != T_Action && ActionID < 0)
     {
         Anim.CrossFade(actionName, 0.1f);
     }
 }
Example #3
0
        /// <summary> Syncronize the Animal/Rider animations if Rider loose sync with the animal on the locomotion state </summary>
        protected virtual void Animators_ReSync()
        {
            if (!Anim)
            {
                return;
            }
            if (Montura.Animal.Stance != 0)
            {
                return;                             //Skip if the we are not on the default stance
            }
            if (Montura.ID != 0)
            {
                return;                                                                                  // if is not the Horse (Wagon do not sync )
            }
            if (Montura.Animal.ActiveStateID == StateEnum.Locomotion)                                    //Search for syncron the locomotion state on the animal
            {
                RiderNormalizedTime = Anim.GetCurrentAnimatorStateInfo(MountLayerIndex).normalizedTime;  //Get the normalized time from the Rider
                HorseNormalizedTime = Montura.Animal.Anim.GetCurrentAnimatorStateInfo(0).normalizedTime; //Get the normalized time from the Horse

                syncronize = true;

                if (Mathf.Abs(RiderNormalizedTime - HorseNormalizedTime) > 0.1f && Time.time - LastSyncTime > 1f)   //Checking if the animal and the rider are unsync by 0.2
                {
                    Anim.CrossFade(AnimTag.Locomotion, 0.2f, MountLayerIndex, HorseNormalizedTime);                 //Normalized with blend
                    LastSyncTime = Time.time;
                }
            }
            else
            {
                syncronize          = false;
                RiderNormalizedTime = HorseNormalizedTime = 0;
            }
        }
Example #4
0
        /// <summary>
        /// Sets in the animator the Correct Idle Animation State for the Right/Left Hand Ex: "Melee Idle Right Hand" which is the exact name in the Animator
        /// </summary>
        public virtual void SetWeaponIdleAnimState(bool IsRightHand)
        {
            string WeaponIdle = " Idle " + (IsRightHand ? "Right" : "Left") + " Hand";

            WeaponIdle = ActiveWeapon.WeaponType.name + WeaponIdle;                                               //Melee Idle Right/Left Hand

            Anim.CrossFade(WeaponIdle, 0.25f, ActiveWeapon.RightHand ? Layer_RiderArmRight : Layer_RiderArmLeft); //Active the Layer Right/Left Arm for Idle Pose
        }
 /// <summary>
 /// Set an Action using their Action ID (Find the IDs on the Animator Actions Transitions)
 /// </summary>
 /// <param name="actionName">Name of the Animation State</param>
 public virtual void SetAction(string actionName)
 {
     if (Anim.HasState(0, Animator.StringToHash(actionName)))
     {
         if (AnimState != AnimTag.Action && actionID <= 0)            //Don't play an action if you are already making one and if is on a Zone
         {
             Anim.CrossFade(actionName, 0.1f, 0);
         }
     }
     else
     {
         Debug.LogWarning("The animal does not have an action called " + actionName);
     }
 }
    IEnumerator StartShotgunReload(int Bullets)
    {
        if (m_AnimationType == AnimationType.Animation)
        {
            Anim.CrossFade(StartReloadAnim.name, 0.2f);
            ParentGun.PlayReloadAudio(0);
            yield return(new WaitForSeconds(StartReloadAnim.length));

            for (int i = 0; i < Bullets; i++)
            {
                Anim[InsertAnim.name].wrapMode = WrapMode.Loop;
                float speed = Anim[InsertAnim.name].length / InsertSpeed;
                Anim[InsertAnim.name].speed = speed;
                Anim.CrossFade(InsertAnim.name);
                GunManager.HeadAnimation(3, speed);
                ParentGun.PlayReloadAudio(1);
                yield return(new WaitForSeconds(InsertAnim.length / speed));

                ParentGun.AddBullet(1);
                if (cancelReload)
                {
                    Anim.CrossFade(AfterReloadAnim.name, 0.2f);
                    GunManager.HeadAnimation(0, AfterReloadAnim.length);
                    yield return(new WaitForSeconds(AfterReloadAnim.length));

                    ParentGun.FinishReload();
                    cancelReload = false;
                    yield break;
                }
            }
            Anim.CrossFade(AfterReloadAnim.name, 0.2f);
            GunManager.HeadAnimation(0, AfterReloadAnim.length);
            ParentGun.PlayReloadAudio(2);
            yield return(new WaitForSeconds(AfterReloadAnim.length));

            ParentGun.FinishReload();
        }
        else
        {
            animator.speed = 1;
            animator.Play("StartReload", 0, 0);
            ParentGun.PlayReloadAudio(0);
            yield return(new WaitForSeconds(StartReloadAnim.length));

            for (int i = 0; i < Bullets; i++)
            {
                float speed = InsertAnim.length / InsertSpeed;
                animator.speed = speed;
                animator.Play("Insert", 0, 0);
                GunManager.HeadAnimation(3, speed);
                ParentGun.PlayReloadAudio(1);
                yield return(new WaitForSeconds(InsertAnim.length / speed));

                ParentGun.AddBullet(1);
                if (cancelReload)
                {
                    animator.CrossFade("AfterReload", 0.32f, 0);
                    GunManager.HeadAnimation(0, AfterReloadAnim.length);
                    yield return(new WaitForSeconds(AfterReloadAnim.length));

                    ParentGun.FinishReload();
                    cancelReload = false;
                    yield break;
                }
            }
            animator.Play("EndReload", 0, 0);
            GunManager.HeadAnimation(0, AfterReloadAnim.length);
            ParentGun.PlayReloadAudio(2);
            yield return(new WaitForSeconds(AfterReloadAnim.length));

            ParentGun.FinishReload();
        }
    }
Example #7
0
 /// <summary>
 /// Set an Action using their Action ID (Find the IDs on the Animator Actions Transitions)
 /// </summary>
 /// <param name="actionName">Name of the Animation State</param>
 public virtual void SetAction(string actionName)
 {
     Anim.CrossFade(actionName, 0.1f);
 }