Example #1
0
 public float playOpenCrateAnim(Vector3 cratePos)
 {
     headingOverride = transform.position - cratePos;
     currentState = AnimState.OpeningCrate;
     playerModel.animation.CrossFade("OpenCrate", 0.05f, PlayMode.StopSameLayer);
     return playerModel.animation["OpenCrate"].length;
 }
 public void onAnimationStatusChanged(AnimState state)
 {
     if (state == AnimState.STOPPED_END && HighLogic.LoadedSceneIsFlight)
     {
         engineModule.Activate();
     }
 }
Example #3
0
 public float playHackServerAnim(Vector3 serverPos)
 {
     headingOverride = transform.position - serverPos;
     currentState = AnimState.HackingServer;
     playerModel.animation.CrossFade("HackServer", 0.05f, PlayMode.StopSameLayer);
     return playerModel.animation["HackServer"].length;
 }
Example #4
0
 public TimBehavior()
     : base("TimBehavior")
 {
     this.direction = NONE;
     this.anim2D = null;
     this.trans2D = null;
     this.currentState = AnimState.Idle;
 }
Example #5
0
 void GotHurt()
 {
     animState = AnimState.HURT;
     animation.Stop();
     animation.clip = animClip[(int)animState];
     animation.Play();
     StartCoroutine("GetBackToRunning");
 }
Example #6
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="content"></param>
 /// <param name="asset"></param>
 /// <param name="mass"></param>
 public Player(ContentManager content, String asset, float mass)
     : base(content, asset, mass)
 {
     _animState = AnimState.IDLE;
     _score = 0;
     _tail = new Entity(content, "Characters/tail_yellow");
     _tail.Scale = 0;
 }
Example #7
0
 // Use this for initialization
 void Start()
 {
     CurrentState = AnimState.idle;
     animation.AddClip(Idle,"idle");
     animation.AddClip(Run,"running");
     animation.AddClip(Attack, "attack");
     animation.AddClip(Skill, "skill");
     animation.CrossFade("idle");
 }
Example #8
0
 void Idle()
 {
     if(!animation.isPlaying)
     {
         animState = AnimState.RUNNING;
         animation.Stop();
         animation.clip = animClip[(int)animState];
     }
 }
Example #9
0
 void AnimationChange(AnimState newState)
 {
     if (newState == currentAnim)
         return;
     else
     {
         // Debug.Log(newState.ToString());
         currentAnim = newState;
         animator.SetTrigger(currentAnim.ToString());
     }
 }
    void Update()
    {
        if (_networkView.isMine)
        {
            if( Input.GetMouseButtonDown(0) )
            {
                if (isDie)
                    return;
                Fire();
                _networkView.RPC("Fire", RPCMode.Others);
            }

            Vector3 localVelocity = tr.InverseTransformDirection(controller.velocity);
            Vector3 forwardDir = new Vector3(0f, 0f, localVelocity.z);
            Vector3 rigthDir = new Vector3(localVelocity.x, 0f, 0f);

            if( forwardDir.z >= 0.1f )
            {
                animState = AnimState.runForwad;
            }
            else if( forwardDir.z <= -1.0f)
            {
                animState = AnimState.runBackward;
            }
            else if (rigthDir.x >= 0.1f)
            {
                animState = AnimState.runRight;
            }
            else if (rigthDir.x <= -0.1f)
            {
                animState = AnimState.runLeft;
            }
            else
            {
                animState = AnimState.idle;
            }

            anim.CrossFade(animClips[(int)animState].name, 0.2f);
        }
        else
        {
            if( Vector3.Distance(tr.position, currPos)>=2.0f)
            {
                tr.position = currPos;
                tr.rotation = currRot;
            }
            else
            {
                tr.position = Vector3.Lerp(tr.position, currPos, Time.deltaTime * 10.0f);
                tr.rotation = Quaternion.Slerp(tr.rotation, currRot, Time.deltaTime * 10.0f);
            }
            anim.CrossFade(animClips[(int)animState].name, 0.1f);
        }
    }
 public void restorePreviousAnimationState(AnimState state)
 {
     if (state == AnimState.PLAYING_BACKWARD)
     {
         state = AnimState.STOPPED_START;
     }
     else if (state == AnimState.PLAYING_FORWARD)
     {
         state = AnimState.STOPPED_END;
     }
     setAnimState(state, false);
 }
Example #12
0
        public void deployEngineEvent()
        {
            AnimState state = animationControl.getAnimationState();

            if (state != AnimState.STOPPED_END)
            {
                setAnimationState(AnimState.PLAYING_FORWARD);
            }
            else
            {
                engineModule.Activate();
            }
            setupGuiFields(animationControl.getAnimationState(), engineModule.EngineIgnited);
        }
Example #13
0
    /// <summary>
    /// FSM中调用状态的每帧更新.
    /// </summary>
    public void Update()
    {
        // 当前状态执行完成时
        if (CurrentAnimState.IsFinished())
        {
            // 禁用当前状态
            CurrentAnimState.OnDeactivate();

            // 切换到默认状态
            CurrentAnimState = DefaultAnimState;
            CurrentAnimState.OnActivate(null);
        }
        CurrentAnimState.Update();
    }
Example #14
0
    protected void SwitchToNewStage(AgentAction action)
    {
        if (NextAnimState != null)
        {
            CurrentAnimState.Release();

            CurrentAnimState.OnDeactivate();
            CurrentAnimState = NextAnimState;

            CurrentAnimState.OnActivate(action);

            NextAnimState = null;
        }
    }
Example #15
0
    // Update is called once per frame
    private void Update()
    {
        if (animState == null)
        {
            animState = this.GetComponent <AnimState>();
            return;
        }
        if (animState.ANIMSTATE == AnimState.ANIM_STATE.ATTACK)
        {
            return;
        }

        isBishop = true;

        if (isEnemyFront(Vector2.left))
        { // 사거리안 앞에 적이 있고
            isBishop = false;

            if (isCoolTime)
            { // 쿨타임중이면
                CoolTimeTikTok();
                animState.ChangeAnimState(0);
            }
            else if (FindAllyInFront())
            { // 힐을 받을 아군이있다면
                animState.ChangeAnimState(2);
            }
            else
            {
                animState.ChangeAnimState(0);
            }
        }
        else
        {     // 사거리안 앞에 적이 없고
            if (isCoolTime)
            { // 쿨타임중이면
                CoolTimeTikTok();
                animState.ChangeAnimState(0);
            }
            else if (FindAllyInFront())
            { // 힐을 받을 아군이 있다면
                animState.ChangeAnimState(2);
                healGO.SetActive(true);
            }
            else
            {
                animState.ChangeAnimState(1);
            }
        }
    }
Example #16
0
    public void AnimCallback(string animId, AnimState animState, System.Object data = null)
    {
        if ((animState == AnimState.Complete))
        {
            if (animId == "Jump")
            {
                AnimationManager.Play(backToGnd, this, 0f, "ToGnd");
            }
        }

        if (animState == AnimState.Update)
        {
        }
    }
Example #17
0
        /// <summary>
        /// Plays an animation within spriter animator.
        /// </summary>
        /// <param name="state">The state to be executed.</param>
        /// <param name="speed">The playback speed.</param>
        void SpriterAnimatorPlay(string state)
        {
            if (IsReady != true)
            {
                return;
            }

            AnimState animState = animStateList[currLayerIdx].Find(x => x.Name == state);

            Assert.IsNotNull <AnimState>(animState, "The state wasn't found in the given layer! " + state + " (" + currLayerIdx + ")");

            spriterAnimator.Speed = animState.PlaybackSpeed;
            spriterAnimator.Play(animState.AnimName);
        }
Example #18
0
        private void GoToNextState()
        {
            frame = 0;
            if (state == AnimState.Summon)
            {
                int amt = 2;
                for (int i = 0; i < amt; ++i)
                {
                    for (int t = 0; t < 10; ++t)
                    {
                        Vector2 pos = new Vector2(1 + Game1.random.Next((int)World.map.Size.X - 2), 1 + Game1.random.Next((int)World.map.Size.Y - 2));
                        if (World.map.IsAirSolid(pos.X, pos.Y))
                        {
                            continue;
                        }

                        World.QueueObject(new BatEnemy(World)
                        {
                            Position = new Vector3(pos.X + 0.5f, 0.5f, pos.Y + 0.5f)
                        });
                        break;
                    }
                }
                Game1.playSound("debuffHit");
                state = AnimState.Immune;
            }
            else if (state != AnimState.Glow)
            {
                state = AnimState.Glow;
            }
            else
            {
                switch (Game1.random.Next(4))
                {
                case 0:
                case 1:
                    state = AnimState.Glow;
                    break;

                case 2:
                    state = AnimState.Shoot;
                    break;

                case 3:
                    state = AnimState.Summon;
                    break;
                }
            }
        }
Example #19
0
    /*void Setup (GameObject oldExp = null) {
     *      BaseSetup ();
     *      if (oldExp != null) {
     *              transform.name = sRend.name.Substring (0, sRend.name.Length - 7) + id.ToString ();
     *              id = oldExp.GetComponent<Experiment> ().id;
     *      } else {
     *              id = -1;
     *      }
     * }*/

    internal void Update()
    {
        if (currentAct != null && !currentAct.Update())
        {
            currentAct = null;
        }

        switch (state)
        {
        case ExpState.Moving:
            //print ("I am : " + expGroup);
            aState = AnimState.Neutral;
            if (expGroup == Society.JOINING_GROUP_ID)
            {
                currentAct = new TeleportToAction(this, society.GetGroupStats(expGroup).GetExpSpot(this));
                SetState(ExpState.Editing);
                break;
            }
            if (expGroup == Society.ROGUE_GROUP_ID)
            {
                currentAct = new MoveToGroupAction(this, society.AvoidGroups(this));
            }
            else
            {
                currentAct = new MoveToGroupAction(this, society.GetGroupStats(expGroup).GetExpSpot(this));
            }
            SetState(ExpState.Pending);
            break;

        case ExpState.Attacking:
            aState = AnimState.Angry;
            if (expGroup < Society.NUM_EXTRA_GROUPS)
            {
                currentAct = new AttackGroupAction(this, society.COMOfGroup(expGroup));
            }
            else
            {
                currentAct = new AttackGroupAction(this, society.GetGroupStats(expGroup).center);
            }
            SetState(ExpState.Pending);
            break;

        case ExpState.Death:
            DestroySelf();
            break;
        }

        UpdateAnimator();
    }
Example #20
0
        /// <summary>
        /// scene開始時のアニメ
        /// </summary>
        private void StartAnime()
        {
            if (State != AnimState.start)
            {
                return;
            }
            else if (count >= 1f)
            {
                State = AnimState.startEnd;
                return;
            }

            SmashSprite();
            InPyramid();
        }
        public void initializeExternal(SSTUAnimData[] animData)
        {
            AnimState prevState = (AnimState)Enum.Parse(typeof(AnimState), persistentState);
            float     time      = prevState == AnimState.STOPPED_START || prevState == AnimState.PLAYING_BACKWARD ? 0 : 1;

            if (controller != null)
            {
                controller.clearAnimationData();
                controller = null;
            }
            controller = new AnimationController(time, animationMaxDeploy);
            controller.addAnimationData(animData);
            controller.restorePreviousAnimationState(prevState, animationMaxDeploy);
            controller.setStateChangeCallback(onAnimationStateChange);
        }
Example #22
0
    public void SetAnimState(AnimState s)
    {
        _animState = s;

        switch (s)
        {
        case AnimState.Normal:
            _speed = 5f;
            break;

        case AnimState.Frightened:
            _speed = 10f;
            break;
        }
    }
Example #23
0
        /// <summary>
        /// Setup a trigger for a state.
        /// </summary>
        /// <param name="layer">The animator layer.</param>
        /// <param name="state">The state to setup.</param>
        /// <param name="param">The parameter name.</param>
        /// <param name="nextState">The next state to go.</param>
        public void SpriterAnimatorSetupStateTrigger(int layer, string state, string param, string nextState)
        {
            Assert.IsTrue(layer >= 0 && layer < spriterLayerAmount, "Invalid layer ID received: " + layer);
            AnimState animState = animStateList[layer].Find(x => x.Name == state);

            Assert.IsNotNull <AnimState>(animState, "The state wasn't found in the given layer!");
            Assert.IsTrue(param.Length > 0, "Invalid trigger parameter name: \"" + param + "\"");
            Assert.IsTrue(nextState.Length > 0, "Invalid next state name: \"" + param + "\"");
            Assert.IsTrue(animStateList[layer].Exists(x => x.Name == nextState), "The next state doesn't exist in the given layer. Layer: " + layer + " - State: " + nextState);

            AnimState.TriggerParam newParam = new AnimState.TriggerParam();
            newParam.Name      = param;
            newParam.NextState = nextState;
            animState.TriggerParamsList.Add(newParam);
        }
    // Start is called before the first frame update
    void Start()
    {
        _currentState = AnimState.Run;

        //Reason described in ApplyNewState method
        //(-)Expensive (-)Configuration in runtime (+)Changes of AnimState enum won't affect this script
        //var list = new List<string>(Enum.GetNames(typeof(AnimState)));
        //list.Remove("UNDEFINED");
        //_stateNames = list.ToArray();
        //_stateNamesLength = _stateNames.Length;

        //(+)Cheaper (+)Configuration in compile-time (-)Changes of AnimState enum will affect this script
        _stateNames       = new string[] { "Run", "Jump", "MidAir", "Fall", "Dash", "DashDown", "HitGround", "HitCeiling", "Die" };
        _stateNamesLength = _stateNames.Length;
    }
Example #25
0
 private void onAnimationStateChange(AnimState newState)
 {
     if (newState == AnimState.STOPPED_START)
     {
         if (baseArea != null)
         {
             shieldedAreas.AddUnique(baseArea);
         }
     }
     else if (newState == AnimState.STOPPED_END)
     {
         shieldedAreas.Remove(baseArea);
     }
     needsUpdate = true;
 }
Example #26
0
    private void changeState(UIState state)
    {
        if (m_currentState == UIState.MAINMENU && state == UIState.OPTIONS)
        {
            m_currAnimState = AnimState.MAINMENU_TO_OPTIONS;
            m_currentState = UIState.OPTIONS;

        }
        else
        if ( m_currentState == UIState.OPTIONS && state == UIState.MAINMENU )
        {
            m_currAnimState = AnimState.OPTIONS_TO_MAINMENU;
            m_currentState = UIState.MAINMENU;
        }
    }
Example #27
0
 /// <summary>
 /// 移动
 /// </summary>
 /// <param name="point">目标点</param>
 public void Move(Vector3 point)
 {
     if (state == AnimState.DEATH)
     {
         return;
     }
     //y不能有变化
     point.y = transform.position.y;
     //寻路
     agent.ResetPath();
     agent.SetDestination(point);
     //播放动画
     animControl.Walk();
     state = AnimState.WALK;
 }
 public void Play(AnimState state)
 {
     if (OnStatePlay.IsNotNull())
     {
         OnStatePlay(state);
     }
     if (CanAnimate)
     {
         AnimationClip clip = GetStateClip(state);
         if (clip.IsNotNull())
         {
             animator.CrossFade(clip.name);
         }
     }
 }
Example #29
0
            public ChainPiece(ActorApi api, Vector3 pos, AnimState animState, int distance)
            {
                this.api      = api;
                this.distance = distance;

                Transform transform = AddComponent <Transform>();

                Transform.Pos = pos;

                collisionFlags = CollisionFlags.None;

                RequestMetadata("Object/MovingPlatform");

                SetAnimation(animState);
            }
        private void setAnimationState(AnimState state)
        {
            AnimState currentState = animationControl.getAnimationState();

            //exceptions below fix issues of OnActive being called by moduleEngine during startup
            if (currentState == AnimState.STOPPED_END && state == AnimState.PLAYING_FORWARD)
            {
                return;
            }                                                                                           //don't allow deploying from deployed
            else if (currentState == AnimState.STOPPED_START && state == AnimState.PLAYING_BACKWARD)
            {
                return;
            }                                                                                                   //don't allow retracting from retracted
            animationControl.setToState(state);
        }
        public void retractEngineEvent()
        {
            AnimState state = animationControl.getAnimationState();

            if (state != AnimState.STOPPED_START)
            {
                setAnimationState(AnimState.PLAYING_BACKWARD);
                engineModule.Shutdown();
            }
            else
            {
                engineModule.Shutdown();
            }
            setupGuiFields(animationControl.getAnimationState(), engineModule.EngineIgnited);
        }
Example #32
0
    //Change state according to id.
    public void SetState(StateID id)
    {
        if (!states.ContainsKey(id))
        {
            return;
        }

        if (current != null)
        {
            current.OnExit();
        }

        current = states[id];
        current.OnEnter();
    }
Example #33
0
 public override void SetAnimationState()
 {
     if (animator != null && animState != AnimState.Pep)
     {
         if (isColliding && animState != AnimState.Bump)
         {
             animator.StopAllAnimations();
             animator.Play("bump", restart: true);
             animState = AnimState.Bump;
         }
         else if (isMoving)
         {
             if (animState == AnimState.Idle)
             {
                 Debug.Log("Play Transition");
                 animator.Play("transition", restart: true);
                 animState = AnimState.Transition;
             }
             else if (animState == AnimState.Bump || (animState == AnimState.Transition && !animator.isPlaying("transition")))
             {
                 Debug.Log("Play Move");
                 animator.Play("move", restart: true, loop: true);
                 animState = AnimState.Move;
             }
         }
         else
         {
             if (animState == AnimState.Move)
             {
                 animator.StopAllAnimations();
                 animator.Play("transition", reverse: true, restart: true);
                 Debug.Log("Play End Transition");
                 animState = AnimState.Transition;
             }
             else if (animState == AnimState.Transition && !animator.isPlaying("transition"))
             {
                 Debug.Log("Play Idle");
                 animator.Play("idle", restart: true, loop: true);
                 animState = AnimState.Idle;
             }
             else if (animState == AnimState.Bump && !animator.isPlaying("bump"))
             {
                 animator.Play("idle", restart: true, loop: true);
                 animState = AnimState.Idle;
             }
         }
     }
 }
Example #34
0
    void handleAnim(AnimState s)
    {
        if (!anim.GetBool("busy"))
        {
            switch (s)
            {
            case (AnimState.LIGHT):
                anim.Play("WrathPunch");
                break;

            case (AnimState.HEAVY):
                anim.Play("WrathHeavy");
                break;
            }
        }
    }
 public override void OnLoad(ConfigNode node)
 {
     base.OnLoad(node);
     try
     {
         currentAnimState = (AnimState)Enum.Parse(typeof(AnimState), persistentState);
     }
     catch (Exception e)
     {
         currentAnimState = AnimState.STOPPED_START;
         persistentState = currentAnimState.ToString();
         print(e.Message);
     }
     locateAnimation();
     restorePreviousAnimationState(currentAnimState);
 }
Example #36
0
        protected virtual void OnAnimationFinished()
        {
            if (currentTransitionState != AnimState.Idle)
            {
                currentTransitionState = AnimState.Idle;

                RefreshAnimation();

                if (currentTransitionCallback != null)
                {
                    Action oldCallback = currentTransitionCallback;
                    currentTransitionCallback = null;
                    oldCallback();
                }
            }
        }
Example #37
0
        protected void CancelTransition()
        {
            if (currentTransitionState != AnimState.Idle && currentTransitionCancellable)
            {
                if (currentTransitionCallback != null)
                {
                    Action oldCallback = currentTransitionCallback;
                    currentTransitionCallback = null;
                    oldCallback();
                }

                currentTransitionState = AnimState.Idle;

                RefreshAnimation();
            }
        }
    public void SetAnim(AnimState animState)
    {
        switch (state)
        {
        case AnimState.Idle:
            anim.SetTrigger("Idle");
            break;

        case AnimState.Run:
            anim.SetTrigger("Run");
            break;

        default:
            break;
        }
    }
Example #39
0
 public override void OnLoad(ConfigNode node)
 {
     base.OnLoad(node);
     try
     {
         currentAnimState = (AnimState)Enum.Parse(typeof(AnimState), persistentState);
     }
     catch (Exception e)
     {
         currentAnimState = AnimState.STOPPED_START;
         persistentState  = currentAnimState.ToString();
         print(e.Message);
     }
     locateAnimation();
     restorePreviousAnimationState(currentAnimState);
 }
Example #40
0
 public override void Play(AnimState state, bool baseAnimate = true)
 {
     if (CanAnimate)
     {
         AnimationClip clip = GetStateClip(state);
         if (clip.IsNotNull())
         {
             base.Play(state, false);
             animator.CrossFade(clip.name, fadeLength);
         }
         else
         {
             base.Play(state, true);
         }
     }
 }
Example #41
0
        public virtual void Setup()
        {
            cachedAgent = transform.GetComponentInParent <RTSAgent>();
            InitialiseAudio();

            animStateChanged = false;
            lastAnimState    = currentAnimState = AnimState.Idling;

            // update to you more modern Animator component
            // Animation will become depreciated soon
            animator = GetComponent <Animator>();
            if (animator == null)
            {
                animator = this.GetComponentInChildren <Animator>();
            }
        }
Example #42
0
        public virtual void Play(AnimState state, bool baseAnimate = true)
        {
            if (OnStatePlay.IsNotNull())
            {
                OnStatePlay(state);
            }

            if (CanAnimate && baseAnimate)
            {
                AnimationClip clip = GetStateClip(state);
                if (clip.IsNotNull())
                {
                    animator.CrossFade(clip.name, fadeLength);
                }
            }
        }
Example #43
0
    void SetAnimState(AnimState newState)
    {
        if (animState == newState)
        {
            return;
        }

        Animator anim = GetComponentInChildren <Animator>();

        if (null == anim)
        {
            Debug.LogError("Missing Animator");
        }

        switch (newState)
        {
        case AnimState.IDLE:
            anim.SetTrigger("idle");
            break;

        case AnimState.MOVE:
            anim.SetTrigger("move");
            break;

        case AnimState.STUNNED:
            anim.SetTrigger("stunned");
            break;

        case AnimState.PICKUP:
            anim.SetTrigger("pickup");
            break;

        case AnimState.THROW:
            anim.SetTrigger("throw");
            break;

        case AnimState.WELD:
            anim.SetTrigger("weld");
            break;

        case AnimState.SCREW:
            anim.SetTrigger("screw");
            break;
        }

        animState = newState;
    }
Example #44
0
	protected void ProgressToNextState(AgentAction action)
	{
		if (mNextState != null)
		{
			if (mNextState == mCurrentState)
			{
				mNextState = null;
				return;
			}

			if (null != mCurrentState)
				mCurrentState.Exit();
			mCurrentState = mNextState;
			mCurrentState.Enter(action);
			mNextState = null;
		}
	}
Example #45
0
 void StateSwap(AnimState newState)
 {
     switch (newState) {
     case AnimState.Jump:
         actions.Jump();
         break;
     case AnimState.Run:
         actions.Run();
         break;
     case AnimState.Stay:
         actions.Stay();
         break;
     case AnimState.Walk:
         actions.Walk();
         break;
     default:
         break;
     }
 }
 public void setAnimState(AnimState newState, bool callback)
 {
     switch (newState)
     {
         case AnimState.PLAYING_BACKWARD:
             {
                 setAnimSpeed(-1f);
                 if (currentAnimState == AnimState.STOPPED_END)//enforce play backwards from end
                 {
                     setAnimTime(1f);//no need to sample, the play update will take care of it
                 }
                 playAnimation();
                 break;
             }
         case AnimState.PLAYING_FORWARD:
             {
                 setAnimSpeed(1f);
                 if (currentAnimState == AnimState.STOPPED_START)//enforce play forwards from beginning
                 {
                     setAnimTime(0f);//no need to sample, the play update will take care of it
                 }
                 playAnimation();
                 break;
             }
         case AnimState.STOPPED_END:
             {
                 setAnimTime(1, true);
                 stopAnimation();
                 break;
             }
         case AnimState.STOPPED_START:
             {
                 setAnimTime(0, true);
                 stopAnimation();
                 break;
             }
     }
     currentAnimState = newState;
     if (callback && stateChangeCallback != null)
     {
         stateChangeCallback.Invoke(currentAnimState);
     }
 }
Example #47
0
 void _PlayAnim(float hor, float ver)
 {
     if( hor > 0)
     {
         _animState = AnimState.WalkRight;
         _anim.PlayAnimation("WalkRight");
         return;
     }
     else if( hor < 0)
     {
         _animState = AnimState.WalkLeft;
         _anim.PlayAnimation("WalkLeft");
         return;
     }
     if(ver != 0)
     {
         _anim.PlayAnimation(_animState.ToString());
     }
 }
Example #48
0
	public void Update()
	{
		if (mCurrentState != null)
		{
			if (mCurrentState.IsFinished())
			{
				mCurrentState.Exit();
				mCurrentState = mDefaultState;
				mCurrentState.Enter(null);
			}
			else
			{
				mCurrentState.Update();
			}
		}
		else
		{
			mCurrentState = mDefaultState;
			mCurrentState.Enter(null);
		}
	}
Example #49
0
 // Update is called once per frame
 void Update()
 {
     if(oldState != CurrentState){
         switch(CurrentState){
             case AnimState.attack:
                 animation.CrossFade("attack");
                 break;
             case AnimState.idle:
                 animation.CrossFade("idle");
                 break;
             case AnimState.run:
                 animation.CrossFade("running");
                 break;
             case AnimState.skill:
                 animation.CrossFade("skill");
                 break;
         }
     }
     if(!animation.isPlaying){
         animation.CrossFade("idle");
         CurrentState = AnimState.idle;
     }
     oldState = CurrentState;
 }
    void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
    {
        if (stream.isWriting)
        {
            if (Network.peerType == NetworkPeerType.Server)
            {
                Vector3 pos = transform.position;
                Quaternion rot = transform.rotation;
                int _animState = (int)animState;

                stream.Serialize(ref pos);
                stream.Serialize(ref rot);
                stream.Serialize(ref devilHp);
                stream.Serialize(ref _animState);
            }

        }
        else
        {
            if (Network.peerType != NetworkPeerType.Server)
            {
                Vector3 revPos = Vector3.zero;
                Quaternion revRot = Quaternion.identity;
               // int _animState = 0;

                stream.Serialize(ref revPos);
                stream.Serialize(ref revRot);
                stream.Serialize(ref devilHp);
                stream.Serialize(ref anim);

                currPos = revPos;
                currRot = revRot;
                animState = (AnimState)anim;
            }
        }
    }
 private void tailAnimStateChanged(AnimState state)
 {
     tailAnimState = state.ToString();
     updateTailAnimUILabels();
     updateAirstreamShield();
 }
 private void noseAnimStateChanged(AnimState state)
 {
     noseAnimState = state.ToString();
     updateNoseAnimUILabels();
     updateAirstreamShield();
 }
 private string getLabelForState(AnimState state)
 {
     switch (state)
     {
         case AnimState.STOPPED_START:
             return "Open";
         case AnimState.STOPPED_END:
             return "Close";
         case AnimState.PLAYING_FORWARD:
             return "Close";
         case AnimState.PLAYING_BACKWARD:
             return "Open";
         default:
             return "Open";
     }
 }
 private void bodyAnimStateChanged(AnimState state)
 {
     bodyAnimState = state.ToString();
     updateBodyAnimUILabels();
     updateAirstreamShield();
 }
Example #55
0
 private void onAnimStateChange(AnimState newState)
 {
     //NOOP
 }
Example #56
0
    void AnimationChange(AnimState newState)
    {
        if (newState == currentAnim)
            return;
        else
        {
            currentAnim = newState;
            animator.ResetTrigger("Stay");
            animator.ResetTrigger("Walk");
            animator.SetTrigger(currentAnim.ToString());
        }

        if (currentAnim == AnimState.Stay)
            body.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
        else
            body.constraints = RigidbodyConstraints2D.FreezeRotation;
    }
Example #57
0
        /// <summary>
        /// Collision
        /// </summary>
        /// <param name="ent"></param>
        public override void OnCollision(Entity ent)
        {
            if (ent is Dynamic)
            {
                if (!IsChild((Dynamic)ent))
                {
                    // Audio object for collision of smaller circles
                    SoundEffect hitChild1;
                    SoundEffect hitChild2;

                    hitChild1 = _content.Load<SoundEffect>("Audio/Character/Yay_1");
                    hitChild2 = _content.Load<SoundEffect>("Audio/Character/Yay_2");
                    Random rand = new Random();
                    int randnum = rand.Next(2);

                    if (randnum == 0)
                    {
                        //Maybe check if we are losing child, if we are don't play this.
                        hitChild1.Play();

                    }
                    else if (randnum == 1)
                    {
                        //here too
                        //if (!loseChild1.IsDisposed || !loseChild2.IsDisposed)
                        hitChild2.Play();
                    }
                    //end of audio for collecting children

                    AddChild((Dynamic)ent);
                    ((Dynamic)ent).Active = true;

                    _score++;

                    if (_animState == AnimState.IDLE)
                    {
                        _animState = AnimState.GRIN;
                        _curAnim = 3;
                        _curFrame = 0;
                    }
                }
            }
            else if (ent is Enemy)
            {
                Enemy enm = (Enemy)ent;

                if (enm.State != Button.ButtonState.CLICK)
                {
                    switch (enm.EType)
                    {
                        case Enemy.EnemyType.SPIKEY:
                            {
                                if (_child.Count > 0)
                                {
                                    Dynamic child = _child[0];
                                    _child.RemoveAt(0);

                                    Vector2 axis = _pos - child.Position;//child.Position - _pos;
                                    axis.Normalize();
                                    child.Position = _pos + axis * (Radius + child.Radius) * 1.01f;
                                    child.AddForce(axis * 500);
                                    child.Active = true;

                                    //Audio for losing a child
                                    //SoundEffect loseChild1;
                                    //SoundEffect loseChild2;

                                    loseChild1 = _content.Load<SoundEffect>("Audio/Character/Ohno_1");
                                    loseChild2 = _content.Load<SoundEffect>("Audio/Character/Ohno_2");
                                    hit1 = _content.Load<SoundEffect>("Audio/Environment/GeneralSounds/Hit");
                                    hit2 = _content.Load<SoundEffect>("Audio/Environment/GeneralSounds/Hit2");
                                    hit3 = _content.Load<SoundEffect>("Audio/Environment/GeneralSounds/Hit3");
                                    Random rand = new Random();
                                    int randnum = rand.Next(7);

                                    switch (randnum)
                                    {
                                        case (0):
                                            loseChild1.Play();
                                            break;

                                        case (1):
                                            loseChild2.Play();
                                            break;

                                        case (2):
                                            hit1.Play();
                                            break;

                                        case (3):
                                            hit2.Play();
                                            break;

                                        case (4):
                                            hit3.Play();
                                            break;

                                    }
                                    //

                                    _score--;
                                }
                                else
                                {
                                    // Die
                                    SoundEffect die;
                                    die = _content.Load<SoundEffect>("Audio/Character/Explode");
                                    //die.Play();

                                }

                                if (_animState == AnimState.IDLE)
                                {
                                    _animState = AnimState.HIT;
                                    _curAnim = 2;
                                    _curFrame = 0;
                                }

                                break;
                            }

                        case Enemy.EnemyType.BURSTING:
                            {
                                break;
                            }

                        case Enemy.EnemyType.STICKY:
                            {
                                break;
                            }
                    }
                }
            }
            else if (ent is Static)
            {
                ent.OnCollision(this);
            }

            base.OnCollision(ent);
        }
Example #58
0
        /// <summary>
        /// End current animation
        /// </summary>
        public override void AnimationEnded()
        {
            Random rnd = new Random();

            switch (_animState)
            {
                case AnimState.IDLE:
                    {
                        if (rnd.Next(10) < 7)
                        {
                            _curFrame = 0;
                            _curAnim = 0;
                            _animState = AnimState.IDLE;
                        }
                        else
                        {
                            _curFrame = 0;
                            _curAnim = 1;
                            _animState = AnimState.BLINK;
                        }

                        break;
                    }

                case AnimState.HIT:
                case AnimState.BLINK:
                case AnimState.GRIN:
                    {
                        _curFrame = 0;
                        _curAnim = 0;
                        _animState = AnimState.IDLE;
                        break;
                    }
            }
        }
 void AnimationStep()
 {
     if (anim_state != AnimState.ANIM_END)
     {
         anim_state = AnimState.ANIM_ADV;
         current_character.GetComponent<Animator>().speed = 1.0f;
     }
 }
 void UpdateAnimation()
 {
     switch (anim_state)
     {
     case AnimState.ANIM_START:
         anim_state = AnimState.ANIM_PAUSED;
         break;
     case AnimState.ANIM_PAUSED:
         break;
     case AnimState.ANIM_ADV:
         if (current_character.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).normalizedTime > 1.0f)
             anim_state = AnimState.ANIM_END;
         else
         {
             current_time = current_character.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).normalizedTime*current_character.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).length;
             if (current_time >= dest_time)
             {
                 current_character.GetComponent<Animator>().speed = 0.0f;
                 anim_state = AnimState.ANIM_PAUSED;
                 dest_time = current_time + anim_step;
             }
         }
         break;
     case AnimState.ANIM_END:
         break;
     }
 }