public void SetColor(Color col)
 {
     if (this.rends == null)
     {
         this.rends = base.GetComponentsInChildren <MeshRenderer>();
     }
     MeshRenderer[] array = this.rends;
     for (int i = 0; i < array.Length; i++)
     {
         MeshRenderer   meshRenderer  = array[i];
         Color          color         = meshRenderer.material.GetColor("_TintColor");
         AnimationCurve curve         = AnimationCurve.Linear(0f, color.r, 1f, col.r);
         AnimationCurve curve2        = AnimationCurve.Linear(0f, color.g, 1f, col.g);
         AnimationCurve curve3        = AnimationCurve.Linear(0f, color.b, 1f, col.b);
         AnimationClip  animationClip = new AnimationClip();
         animationClip.legacy = true;
         animationClip.SetCurve(string.Empty, typeof(Material), "_TintColor.r", curve);
         animationClip.SetCurve(string.Empty, typeof(Material), "_TintColor.g", curve2);
         animationClip.SetCurve(string.Empty, typeof(Material), "_TintColor.b", curve3);
         Animation animation = meshRenderer.gameObject.GetComponent <Animation>();
         if (animation == null)
         {
             animation = meshRenderer.gameObject.AddComponent <Animation>();
         }
         animationClip.wrapMode = WrapMode.Once;
         animation.AddClip(animationClip, "ColorAnim");
         animation.Play("ColorAnim");
     }
 }
Example #2
0
 public override void OnActivate()
 {
     if (Object.op_Inequality((Object)this.m_CameraAnime, (Object)null))
     {
         Animation animation = (Animation)((Component)Camera.get_main()).get_gameObject().GetComponent <Animation>();
         if (Object.op_Equality((Object)animation, (Object)null))
         {
             animation = (Animation)((Component)Camera.get_main()).get_gameObject().AddComponent <Animation>();
         }
         if (Object.op_Inequality((Object)animation, (Object)null))
         {
             animation.AddClip(this.m_CameraAnime, ((Object)this.m_CameraAnime).ToString());
             animation.Play(((Object)this.m_CameraAnime).ToString());
         }
         Camera.get_main().set_nearClipPlane(this.Near);
         Camera.get_main().set_farClipPlane(this.Far);
         if (!this.m_Async)
         {
             return;
         }
         this.ActivateNext(true);
     }
     else
     {
         this.ActivateNext();
     }
 }
    /// <summary>
    /// animtionCurveからClip作成処理
    /// </summary>
    /// <param name="animation"></param>
    /// <param name="animDic"></param>
    /// <returns></returns>
    public IEnumerator moduleAddClip(Animation animation, Dictionary <string, AnimationCurve> animDic)
    {
        //AnimationClip
        AnimationClip anim = new AnimationClip();

        anim.legacy = true;
        anim.name   = "AnimClip";

        foreach (var dic in animDic)
        {
            string _path     = dic.Key.Split('_')[0];
            string _property = dic.Key.Replace(_path + "_", "");
            Type   type      = typeof(Transform);

            if (_property.IndexOf("AddRotate") >= 0)
            {
                type = typeof(PartsControll);
                anim.SetCurve(_path, type, _property, dic.Value);
            }
            if (_property.IndexOf("m_Angle") >= 0)
            {
                type = typeof(PartsControll);
                anim.SetCurve(_path, type, _property, dic.Value);
            }
            if (_property.IndexOf("EnagyValue") >= 0)
            {
                type = typeof(Parts);
                anim.SetCurve(_path, type, _property, dic.Value);
            }
        }
        animation.AddClip(anim, anim.name);
        animation.GetComponent <Animation>().clip = anim;
    }
Example #4
0
 protected void Initialize(Animation animation, Transform transform, string newName = null)
 {
     if (clip == null)
     {
         Debug.LogError("clip is null. Cannot initialize animation " + (name == null ? "NULL" : name));
         return;
     }
     animation.RemoveClip(Name);
     if (newName != null)
     {
         name = newName;
     }
     animation.AddClip(clip, Name);
     animation [Name].layer = Layer;
     foreach (var mt in MixingTransforms)
     {
         if (AnimationNames.ContainsKey(mt) && transform.Find(AnimationNames [mt]) != null && transform != null)
         {
             animation [Name].AddMixingTransform(transform.Find(AnimationNames [mt]));
         }
         else
         {
             Debug.LogError("[assembly: " + Assembly.GetExecutingAssembly().GetName().Name + "]: animation mixing transform " + mt + " from animation " + Name + " does not exist, or could not be found.");
         }
     }
 }
    // creates/returns a dynamic Audio object to position and plays in the world with loop
    public static GameObject CreateGetFadeAudioObject(AudioClip aClip, bool dLoop, AnimationClip fadeClip, string objName)
    {
        // instance a new gameobject
        GameObject apObject = new GameObject(objName);

        // position the object in the world
        apObject.transform.position = Vector3.zero;
        // add our DontDestroyOnLoad
        DontDestroyOnLoad(apObject);
        // add an AudioSource component
        apObject.AddComponent <AudioSource>();
        // return this script for use
        AudioSource apAudio = apObject.GetComponent <AudioSource>();

        // initialize some AudioSource fields
        apAudio.playOnAwake = false;
        apAudio.rolloffMode = AudioRolloffMode.Linear;

        apAudio.loop   = dLoop;
        apAudio.clip   = aClip;
        apAudio.volume = 1.0f; // default

        if (fadeClip != null)
        {
            Animation apAnim = apObject.AddComponent <Animation>();
            apAnim.AddClip(fadeClip, fadeClip.name);
            apAnim.clip = fadeClip;
            apAnim.playAutomatically = false;
        }


        // return our AudioObject
        return(apObject);
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("Activador"))
        {
            //Abrimos puertas
            animI.AddClip(clipI, clipI.name);
            animD.AddClip(clipD, clipD.name);
            animI.Play(clipI.name);
            animD.Play(clipD.name);

            //Guardamos el primer Terreno en t1
            t1 = Terreno.gameObject;
            //Creamos el siguiente terreno
            Terreno        = Instantiate(Terreno);
            cuentaTerrenos = cuentaTerrenos + 1;
            Terreno.name   = "TerrenoNuevo";
            //Asignamos las puertas del nuevo Terreno a las variables puertas y los obstaculos
            asignarTerreno();
            //instancia de forma aleatoria obstaculos en los empty objects
            asignarObstaculos();
            //Asignamos las animaciones de las puertas a las nuevas puertas
            asignarAnimacion();
            //Cogemos el transform del siguiente terreno
            tr = Terreno.transform;
            //Posicionamos el siguiente terreno despues del anterior
            tr.SetPositionAndRotation(new Vector3(0f, 0, moveTerreno), new Quaternion(0f, 0f, 0f, 0f));
            moveTerreno = moveTerreno + 191.1f;
        }
        if (other.gameObject.CompareTag("Destruir"))
        {
            //Destruimos el terreno que ya hemos pasado
            Destroy(t1);
        }
    }
Example #7
0
        protected override List <Matrix4x4[, ]> SampleAnimationClips(float frameRate, List <Clip> clips, out int numberOfKeyFrames, out int numberOfBones)
        {
            foreach (var i in clips)
            {
                _animationComponent.AddClip(i.clip, i.name);
            }
            List <AnimationClip> animationClips = _animationComponent.GetAllAnimationClips();

            foreach (var clip in animationClips)
            {
                _animationComponent[clip.name].enabled = false;
                _animationComponent[clip.name].weight  = 0f;
            }

            numberOfKeyFrames = 0;
            var sampledBoneMatrices = new List <Matrix4x4[, ]>();

            foreach (var animationClip in animationClips)
            {
                var sampledMatrix = SampleAnimationClip(animationClip, _originalRenderer, _animationComponent, frameRate);
                sampledBoneMatrices.Add(sampledMatrix);

                numberOfKeyFrames += sampledMatrix.GetLength(0);
            }

            numberOfBones = sampledBoneMatrices[0].GetLength(1);

            return(sampledBoneMatrices);
        }
Example #8
0
    public void SetColor(Color col)
    {
        if (rends == null)
        {
            rends = GetComponentsInChildren <MeshRenderer>();
        }
        foreach (MeshRenderer rend in rends)
        {
            Color          current = rend.material.GetColor("_TintColor");
            AnimationCurve curveR  = AnimationCurve.Linear(0, current.r, 1, col.r);
            AnimationCurve curveG  = AnimationCurve.Linear(0, current.g, 1, col.g);
            AnimationCurve curveB  = AnimationCurve.Linear(0, current.b, 1, col.b);

            AnimationClip clip = new AnimationClip();
            clip.SetCurve("", typeof(Material), "_TintColor.r", curveR);
            clip.SetCurve("", typeof(Material), "_TintColor.g", curveG);
            clip.SetCurve("", typeof(Material), "_TintColor.b", curveB);

            Animation anim = rend.gameObject.GetComponent <Animation>();
            if (anim == null)
            {
                anim = rend.gameObject.AddComponent <Animation>();
            }
            clip.wrapMode = WrapMode.Once;
            anim.AddClip(clip, "ColorAnim");
            anim.Play("ColorAnim");
        }
    }
Example #9
0
    public static void MoveTo(GameObject obj, Vector2 startpos, Vector2 NewPos, float duration, float z)
    {
        Animation anim = obj.GetComponent <Animation>();

        //if (anim.GetClipCount() > 1)
        //{
        //    anim.RemoveClip("Moveto");
        //}
        anim.enabled = true;
        AnimationClip animclip = new AnimationClip();

#if UNITY_5
        animclip.legacy = true;
#endif
        AnimationCurve curvex     = AnimationCurve.Linear(0, startpos.x, duration, NewPos.x);
        AnimationCurve curvey     = AnimationCurve.Linear(0, startpos.y, duration, NewPos.y);
        AnimationCurve curvez     = AnimationCurve.Linear(0, z, duration, z);
        AnimationCurve curvenable = AnimationCurve.Linear(0, 1, duration, 0);

        animclip.SetCurve("", typeof(Transform), "localPosition.x", curvex);
        animclip.SetCurve("", typeof(Transform), "localPosition.y", curvey);
        animclip.SetCurve("", typeof(Transform), "localPosition.z", curvez);
        animclip.SetCurve("", typeof(Animation), "m_Enabled", curvenable);

        anim.AddClip(animclip, "Moveto");
        anim.Play("Moveto");
        Destroy(animclip, duration);
    }
Example #10
0
 private void OnDataLoaded()
 {
     foreach (GameObject gameObject in WPFMonoBehaviour.gameData.m_parts)
     {
         BasePart component = gameObject.GetComponent <BasePart>();
         if (component.m_partType == this.partType)
         {
             if (this.partSpriteParent == null)
             {
                 this.partSpriteParent = new GameObject(string.Format("PartVisualisation_{0}", this.partType));
             }
             GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(component.m_constructionIconSprite.gameObject);
             gameObject2.layer             = base.gameObject.layer;
             this.partSprite               = gameObject2.transform;
             this.partSprite.name          = "PartVisualisation";
             this.partSprite.parent        = this.partSpriteParent.transform;
             this.partSprite.localPosition = Vector3.zero;
             this.partSprite.localRotation = Quaternion.identity;
             this.partSprite.GetComponent <Renderer>().enabled = false;
             if (this.collectAnimation != null)
             {
                 Animation animation = this.partSprite.gameObject.AddComponent <Animation>();
                 animation.playAutomatically = false;
                 animation.AddClip(this.collectAnimation, this.collectAnimation.name);
             }
         }
     }
     if (GameProgress.HasKey(string.Format("{0}_star_{1}", Singleton <GameManager> .Instance.CurrentSceneName, base.NameKey), GameProgress.Location.Local, null) && !GameProgress.HasKey(string.Format("{0}_part_{1}", Singleton <GameManager> .Instance.CurrentSceneName, base.NameKey), GameProgress.Location.Local, null))
     {
         GameProgress.AddPartBox(Singleton <GameManager> .Instance.CurrentSceneName, base.NameKey);
         GameProgress.AddSandboxParts(Singleton <GameManager> .Instance.CurrentSceneName, this.partType, this.count, true);
     }
 }
Example #11
0
    /// <summary>
    /// アニメーション作成メソッド
    /// </summary>
    private void CreateAnimationClips(int startIndex, int endIndex)
    {
        int srcIndex = startIndex;
        int nxtIndex;

        // すでにアニメーションがある場合,全削除
        foreach (AnimationClip clip in animationClipList)
        {
            thisAnimation.RemoveClip(clip);
        }
        animationClipList.Clear();

        /*-- ここからフレーム作成 --*/
        for (int i = 0; i < Mathf.Abs(startIndex - endIndex); i++)
        {
            if (startIndex < endIndex)
            {
                nxtIndex = srcIndex + 1;
            }
            else
            {
                nxtIndex = srcIndex - 1;
            }

            // アニメーションクリップ作成.初期設定.
            int clipIndex = animationClipList.Count;
            animationClipList.Add(new AnimationClip());
            animationClipList [clipIndex].legacy = true;                // SetCurveを使用するにはlegacyをtrueにする必要あり
            animationClipList [clipIndex].name   = clipIndex.ToString();
            // 全関節に対してアニメーションを作成
            for (int j = 0; j < objects.MotionData.ModelJointList.Count; j++)
            {
                // 変数初期化 (今のフレームと一つ先のフレームの回転量と遷移時間)
                var angleOld = Quaternion.Euler(objects.MotionData.FrameList [srcIndex].JointAngles [j].EulerAngle);
                var angleNew = Quaternion.Euler(objects.MotionData.FrameList [nxtIndex].JointAngles[j].EulerAngle);
                var time     = (float)objects.MotionData.FrameList [nxtIndex].TransitionTime / 1000;
                // Rotationプロパティのx,y,z,wに対して一つずつアニメーションを設定
                AnimationCurve curveX = AnimationCurve.EaseInOut(0f, angleOld.x, time, angleNew.x);
                AnimationCurve curveY = AnimationCurve.EaseInOut(0f, angleOld.y, time, angleNew.y);
                AnimationCurve curveZ = AnimationCurve.EaseInOut(0f, angleOld.z, time, angleNew.z);
                AnimationCurve curveW = AnimationCurve.EaseInOut(0f, angleOld.w, time, angleNew.w);
                animationClipList [i].SetCurve(relativePathes [j], typeof(Transform), "localRotation.x", curveX);
                animationClipList [i].SetCurve(relativePathes [j], typeof(Transform), "localRotation.y", curveY);
                animationClipList [i].SetCurve(relativePathes [j], typeof(Transform), "localRotation.z", curveZ);
                animationClipList [i].SetCurve(relativePathes [j], typeof(Transform), "localRotation.w", curveW);
            }
            // 作成したアニメーションクリップをAnimationに加える
            thisAnimation.AddClip(animationClipList [clipIndex], animationClipList [clipIndex].name);

            if (startIndex < endIndex)
            {
                srcIndex++;
            }
            else
            {
                srcIndex--;
            }
        }
    }
Example #12
0
 public void Play(AnimationClip anim, PlayMode mode = PlayMode.StopSameLayer, Action <bool> onAnimationFinished = null)
 {
     if (m_animations.GetClip(anim.name) == null)
     {
         m_animations.AddClip(anim, anim.name);
     }
     Play(anim.name, mode, onAnimationFinished);
 }
Example #13
0
    private void OnEnable()
    {
        string name = "Name";

        animator.AddClip(anim, name);
        animator.Play(name);
        Debug.Log("I'm awake");
    }
Example #14
0
    protected virtual void Start()
    {
        if (modelParent != null)
        {
            if (moveAnimation == null || idleAnimation == null || attackAnimation == null || deathAnimation == null)
            {
                Debug.LogWarning("Warning: " + CreatureName + " has insufficient animations set to assign an animation controller!");
            }
            else
            {
                moveAnimation.legacy            = true;
                idleAnimation.legacy            = true;
                attackAnimation.legacy          = true;
                deathAnimation.legacy           = true;
                animationController             = modelParent.AddComponent <Animation>();
                animationController.cullingType = AnimationCullingType.BasedOnRenderers;
                animationController.AddClip(moveAnimation, moveAnimation.name);
                animationController.AddClip(idleAnimation, idleAnimation.name);
                animationController.AddClip(attackAnimation, attackAnimation.name);
                animationController.AddClip(deathAnimation, deathAnimation.name);
            }

            if (GetComponent <Animator>() != null)
            {
                // Whilst I know that Animator is technically newer, the Animation component allows more generic code
                Debug.LogError("This class doesn't support the Animator - Please drag the animation clips into the appropriate slots and delete the Animator");
            }
        }

        if (model == null)
        {
            Debug.LogWarning("Please assign the model to this creature script!");
        }
        else
        {
            modelOutline         = model.AddComponent <ModelOutline>();
            modelOutline.color   = 0;
            modelOutline.enabled = false;
        }

        // Server only reads
        if (!Application.isEditor)
        {
            InvokeRepeating("NetCode", 0f, 0.1f);
        }
    }
Example #15
0
 // Use this for initialization
 void Start()
 {
     or = speed;
     anim.AddClip(Socc, "Socc");
     tra = anim["Socc"];
     bal.GetComponent <Animation>()["Socc"].wrapMode = WrapMode.Loop;
     bal.GetComponent <Animation>().Play("Socc");
 }
Example #16
0
 public static void Play(this Animation animationComponent, AnimationClip animationClip)
 {
     if (animationComponent.GetClip(animationClip.name) == null)
     {
         animationComponent.AddClip(animationClip, animationClip.name);
     }
     animationComponent.Play(animationClip.name);
 }
Example #17
0
 void JumpAnimation(Vector3 JumpDirection)
 {
     clip1        = new AnimationClip();
     clip1.legacy = true;
     clip2        = new AnimationClip();
     clip2.legacy = true;
     clip1.SetCurve("", typeof(Transform), "localPosition.z", AnimationCurve.Linear(0, transform.position.z, JumpDuration / 2, transform.position.z + (JumpDirection.z / 2)));
     clip1.SetCurve("", typeof(Transform), "localPosition.y", AnimationCurve.EaseInOut(0, 0.8f, JumpDuration / 2, 5f));
     clip1.SetCurve("", typeof(Transform), "localPosition.x", AnimationCurve.Linear(0, transform.position.x, JumpDuration / 2, transform.position.x + (JumpDirection.x / 2)));
     clip2.SetCurve("", typeof(Transform), "localPosition.z", AnimationCurve.Linear(0, transform.position.z + (JumpDirection.z / 2), JumpDuration / 2, transform.position.z + JumpDirection.z));
     clip2.SetCurve("", typeof(Transform), "localPosition.y", AnimationCurve.EaseInOut(0, 5f, JumpDuration / 2, 0.8f));
     clip2.SetCurve("", typeof(Transform), "localPosition.x", AnimationCurve.Linear(0, transform.position.x + (JumpDirection.x / 2), JumpDuration / 2, transform.position.x + JumpDirection.x));
     Anim.AddClip(clip1, "jumppart1");
     Anim.AddClip(clip2, "jumppart2");
     Anim.Play("jumppart1");
     Anim.PlayQueued("jumppart2", QueueMode.CompleteOthers);
 }
Example #18
0
        private void OnEnable()
        {
            _image     = GetComponent <Image>();
            _animation = GetComponent <Animation>();

            _image.enabled = false;
            _animation.AddClip(LevelCompleteClip, LevelCompleteClip.name);
        }
Example #19
0
 // Use this for initialization
 void Start()
 {
     ball = FindObjectOfType <SoccerBall>();
     anim.AddClip(Socc, "Socc");
     tra = anim["Socc"];
     bal.GetComponent <Animation>()["Socc"].wrapMode = WrapMode.Loop;
     bal.GetComponent <Animation>().Play("Socc");
 }
Example #20
0
    public void Play()
    {
        CreateClip();

        anim = GetComponent <Animation>();
        anim.AddClip(myClip, myClip.name);
        anim.Play(myClip.name);
    }
    public void AddAndPlayAnimation(GameObject go)
    {
        Animation animation = go.GetComponent <Animation>();

        animation.clip = applyAnimation;
        animation.AddClip(applyAnimation, applyAnimation.name);
        animation.Play();
    }
 public override void Action()
 {
     if (bPlayed)
     {
         bPlayed = false;
         anim.AddClip(offClip, offClip.name);
         anim.clip = offClip;
         anim.Play();
     }
     else
     {
         bPlayed = true;
         anim.AddClip(onClip, onClip.name);
         anim.clip = onClip;
         anim.Play();
     }
 }
Example #23
0
 public void AddAnimationClip(AnimationClip clip)
 {
     if (clip == null)
     {
         return;
     }
     mAnimation.AddClip(clip, clip.name);
 }
Example #24
0
        public virtual AnimState Clone(State _parent)
        {
            string cloneName = name + "_clone";

            anim.AddClip(anim[name].clip, cloneName);

            return(new AnimState(cloneName, anim, _parent));
        }
Example #25
0
    void OnEnable()
    {
        AnimationClip animacaoSorteada = animacoesPossiveis[Random.Range(0, animacoesPossiveis.Length)];

        alvo.AddClip(animacaoSorteada, animacaoSorteada.name);
        alvo.clip = animacaoSorteada;
        alvo.Play();
    }
Example #26
0
    public override void Initialize(Animation animObj = null, GameObject weaponPov = null)
    {
        base.Initialize(animObj);

        animObj?.AddClip(this.Anim_ADS, "ADS");
        this.MuzzleObj    = weaponPov;
        this._originalFOV = Camera.main.fieldOfView;
    }
Example #27
0
    public void MoveCard(Vector3 newPosition, bool isEndFlipped, float playTime, bool isSloppy)
    {
        float _zRotEndValue = 0;

        if (isSloppy)
        {
            RandomTransform _addSlop = GetRandomTransform(40.0f, 0.4f);
            newPosition   = newPosition + _addSlop.position;
            _zRotEndValue = _addSlop.rotation.z;
        }

        Animation _anim = GetComponent <Animation>();

        AnimationCurve _xCurve = AnimationCurve.Linear(0, transform.localPosition.x,     //start time, startValue,
                                                       playTime, newPosition.x);         //endTime, endValue

        AnimationCurve _yCurve = AnimationCurve.Linear(0, transform.localPosition.y,
                                                       playTime, newPosition.y);

        AnimationCurve _zCurve = AnimationCurve.Linear(0, newPosition.z,
                                                       playTime, newPosition.z);

        AnimationCurve _xRot = AnimationCurve.Linear(0, transform.localRotation.x,
                                                     playTime, 0);

        AnimationCurve _yRot;

        if (IsFlipped == isEndFlipped)
        {
            _yRot = AnimationCurve.Linear(0, transform.localRotation.y,
                                          playTime, 0);
        }
        else
        {
            _yRot = AnimationCurve.Linear(0, 3.14f,
                                          playTime, 0.0f);
            Invoke("Flip", playTime / 2);
        }

        AnimationCurve _zRot = AnimationCurve.Linear(0, transform.localRotation.z,
                                                     playTime, _zRotEndValue);

        AnimationCurve _wRot = AnimationCurve.Linear(0, transform.localRotation.w,
                                                     playTime, transform.localRotation.w);

        AnimationClip _clip = new AnimationClip();

        _clip.SetCurve("", typeof(Transform), "localPosition.x", _xCurve);
        _clip.SetCurve("", typeof(Transform), "localPosition.y", _yCurve);
        _clip.SetCurve("", typeof(Transform), "localPosition.z", _zCurve);
        _clip.SetCurve("", typeof(Transform), "localRotation.x", _xRot);
        _clip.SetCurve("", typeof(Transform), "localRotation.y", _yRot);
        _clip.SetCurve("", typeof(Transform), "localRotation.z", _zRot);
        _clip.SetCurve("", typeof(Transform), "localRotation.w", _wRot);

        _anim.AddClip(_clip, "moveCard" + Name.ToString());
        _anim.Play("moveCard" + Name.ToString());
    }
    public static bool IsSPEElementLegal(SpecialEffectElement element, out string errorMsg)
    {
        bool bRet = true;

        errorMsg = string.Empty;

        if (null == element)
        {
            errorMsg = "特效元素为Null";
            return(false);
        }

        Type elemType = element.GetType();

        if (elemType == typeof(SpecialEffectAnimation))
        {
            Animation anim = element.gameObject.GetComponent <Animation>();

            if (
                (null == anim) ||
                (null == anim.clip)
                )
            {
                errorMsg = element.gameObject.name + "中的animation脚本没有clip动画或者此动画是animator的动画,animation的动画必须是Legacy的属性";
                bRet     = false;
                return(bRet);
            }

#if UNITY_5_0 || UNITY_5_1
            if (!anim.clip.legacy)
            {
                bRet = false;
                return(bRet);
            }
#else
            SerializedObject   serializedClip = new SerializedObject(anim.clip);
            SerializedProperty animationType  = serializedClip.FindProperty("m_AnimationType");
            if (animationType == null)
            {
                bRet = false;
                return(bRet);
            }

            if (animationType.intValue != (int)ModelImporterAnimationType.Legacy)
            {
                errorMsg = element.gameObject.name + "中的animation脚本没有clip动画或者此动画是animator的动画,animation的动画必须是Legacy的属性";
                bRet     = false;
                return(bRet);
            }
#endif
            if (null == anim.GetComponent <Animation>()[anim.GetComponent <Animation>().clip.name])
            {
                anim.AddClip(anim.clip, anim.GetComponent <Animation>().clip.name);
            }
        }

        return(bRet);
    }
    // Start is called before the first frame update
    void Start()
    {
        animator = GetComponent <Animation>();
        animator.playAutomatically = false;

        openAnimation.legacy  = true;
        closeAnimation.legacy = true;
        animator.AddClip(openAnimation, GateState.Open.ToString());
        animator.AddClip(closeAnimation, GateState.Closed.ToString());

        currentState = initialState;
        var clip = GetCurrentAnimation();

        animator[clip].speed = 9999;
        animator.Play(clip);

        SetCollider();
    }
Example #30
0
 // Use this for initialization
 void Start()
 {
     cheerframe       = gameObject.GetComponent <Cheer>().Frame;
     anim             = GetComponent <Animation> ();
     animationCounter = Random.Range(0, 600);
     animNames.Add("HeadIdle");
     //animNames.Add("HeadSpin");
     animNames.Add("IdleSway");
     animNames.Add("IdleYawn");
     animNames.Add("LegsIdle");
     //animNames.Add("IdleRobot");
     anim.AddClip(headIdle, "HeadIdle");
     //anim.AddClip (headSpin, "HeadSpin");
     anim.AddClip(idleSway, "IdleSway");
     anim.AddClip(idleYawn, "IdleYawn");
     anim.AddClip(legsIdle, "LegsIdle");
     //anim.AddClip (idleRobot, "IdleRobot");
 }