Example #1
0
 void _handleAlphaStatusChanged(AnimationStatus status)
 {
     if (status == AnimationStatus.completed)
     {
         this.dispose();
     }
 }
Example #2
0
        public void notifyStatusListeners(AnimationStatus status)
        {
            var localListeners = new List <AnimationStatusListener>(this._statusListeners);

            foreach (AnimationStatusListener listener in localListeners)
            {
                try {
                    if (this._statusListeners.Contains(listener))
                    {
                        listener(status);
                    }
                }
                catch (Exception exception) {
                    UIWidgetsError.reportError(new UIWidgetsErrorDetails(
                                                   exception: exception,
                                                   library: "animation library",
                                                   context: "while notifying status listeners for " + this.GetType(),
                                                   informationCollector: information => {
                        information.AppendLine("The " + this.GetType() + " notifying status listeners was:");
                        information.Append("  " + this);
                    }
                                                   ));
                }
            }
        }
Example #3
0
 void _handleStatusChanged(AnimationStatus status)
 {
     if (status == AnimationStatus.dismissed)
     {
         this._removeEntry();
     }
 }
Example #4
0
 void _onEntranceStatusChanged(AnimationStatus status)
 {
     if (status == AnimationStatus.completed)
     {
         this.setState(() => { this._requestAnimationToNextIndex(); });
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (player_control.speed.x<0 &&
            animation_status!=AnimationStatus.RunLeft)
        {
            sprite_parent.localScale = new Vector3(1,1,1);
            player_sprite.Play("Run");
            animation_status = AnimationStatus.RunLeft;
        } else if (player_control.speed.x>0 &&
            animation_status!=AnimationStatus.RunRight)
        {
            sprite_parent.localScale = new Vector3(-1,1,1);
            player_sprite.Play("Run");
            animation_status = AnimationStatus.RunRight;
        } else {
            player_sprite.Play ("Stand");
            if (sprite_parent.localScale.x<0)
                animation_status = AnimationStatus.StandRight;
            else animation_status = AnimationStatus.StandLeft;
        }

        if (player_control.speed.y!=0 &&
            animation_status != AnimationStatus.Jump)
        {
            animation_status = AnimationStatus.Jump;
            player_sprite.Play ("Jump");
        }
    }
Example #6
0
    protected void PlayAnimation(AnimationStatus status, List <SpriteAnimationEntity> animation)
    {
        if (animationStatus == AnimationStatus.ATTACK)
        {
            if (animationRoutine != null)
            {
                StopCoroutine(animationRoutine);
                animationRoutine = null;
            }
            return;
        }
        if (status == animationStatus)
        {
            return;
        }

        animationStatus = status;

        if (animationRoutine != null)
        {
            StopCoroutine(animationRoutine);
            animationRoutine = null;
        }

        if (animation.Count == 0)
        {
            return;
        }

        animationRoutine = StartCoroutine(PlayAnimationRoutine(animation));
    }
Example #7
0
 void _handleAlphaStatusChanged(AnimationStatus status)
 {
     if (status == AnimationStatus.dismissed && !_active)
     {
         dispose();
     }
 }
Example #8
0
 void _maybeNotifyStatusListeners(AnimationStatus _)
 {
     if (status != _lastStatus)
     {
         _lastStatus = status;
         notifyStatusListeners(status);
     }
 }
Example #9
0
 public AnimationFightEvent(
     AnimationStatus status,
     Character attacker,
     Character defender) : base(status, attacker.gameObject)
 {
     Attacker = attacker;
     Defender = defender;
 }
Example #10
0
 public virtual void Start()
 {
     animationStatus = AnimationStatus.Executing;
     if (!string.IsNullOrEmpty(soundName) && sound == null)
     {
         sound = AudioManager.PlaySound(soundName);
     }
 }
Example #11
0
 public void PlayAnim()
 {
     if (AnimStatus == AnimationStatus.AnimationBegin || AnimStatus == AnimationStatus.AnimationEnd)
     {
         AnimStatus = AnimationStatus.PlayingAnimation;
         StartTime  = Time.time;
     }
 }
Example #12
0
 protected override Sprite SpriteForStatus(AnimationStatus Status)
 {
     HelmAnimation       = HelmAnimations.Animation(Status);
     HelmSprite.Sprite   = HelmAnimation;
     WeaponAnimation     = WeaponAnimations.Animation(Status);
     WeaponSprite.Sprite = WeaponAnimation;
     return(Animations.Animation(Status));
 }
Example #13
0
 void _maybeNotifyStatusListeners(AnimationStatus _)
 {
     if (this.status != this._lastStatus)
     {
         this._lastStatus = this.status;
         this.notifyStatusListeners(this.status);
     }
 }
Example #14
0
 public override void initState()
 {
     base.initState();
     widget.animation.addStatusListener((AnimationStatus animationStatus) => {
         _lastAnimationStatus    = _currentAnimationStatus;
         _currentAnimationStatus = animationStatus;
     });
 }
        public LevelAnimation()
        {
            _cFrame  = 0;
            TimeInto = 0;

            Frames = new List <Texture2D>();

            Status = AnimationStatus.Finished;
        }
Example #16
0
        void _handleDismissStatusChanged(AnimationStatus status)
        {
            if (status == AnimationStatus.completed && !this._dragUnderway)
            {
                this._startResizeAnimation();
            }

            this.updateKeepAlive();
        }
Example #17
0
 private void AnimationStatusListener(AnimationStatus status)
 {
     if (status == AnimationStatus.dismissed)
     {
         var state = HomePage.of(context);
         state.IsShowDiscovery = false;
         state.setState();
     }
 }
Example #18
0
 void _resetOrientationAnimation(AnimationStatus status)
 {
     if (status == AnimationStatus.completed)
     {
         D.assert(_orientationAnimation.value == Mathf.PI);
         _orientationOffset += Mathf.PI;
         _orientationController.setValue(0.0f); // TODO(ianh): This triggers a pointless rebuild.
     }
 }
 public AnimationSequence(string name, int frameFrom, int frameTo)
 {
     this.name = name;
     this.frameFrom = frameFrom;
     this.frameTo = frameTo;
     currentFrame = frameFrom;
     status = AnimationStatus.RUNNING;
     mode = AnimationMode.STOP_AT_END;
 }
Example #20
0
        void _handleShowAllActionsStatusChanged(AnimationStatus status)
        {
            if (status == AnimationStatus.completed || status == AnimationStatus.dismissed)
            {
                this.setState(() => { });
            }

            this.updateKeepAlive();
        }
        void _handleStatusChange(AnimationStatus status)
        {
            bool value = this.widget.controller.status == this.widget.status;

            if (this._active != value)
            {
                this.setState(() => { this._active = value; });
            }
        }
Example #22
0
        TickerFuture _animateToInternal(float target, TimeSpan?duration = null, Curve curve = null)
        {
            curve = curve ?? Curves.linear;

            TimeSpan?simulationDuration = duration;

            if (simulationDuration == null)
            {
                D.assert(() => {
                    if ((this.duration == null && _direction == _AnimationDirection.reverse && reverseDuration == null) ||
                        (this.duration == null && _direction == _AnimationDirection.forward))
                    {
                        throw new UIWidgetsError(
                            "AnimationController.animateTo() called with no explicit Duration and no default duration or reverseDuration.\n" +
                            "Either the \"duration\" argument to the animateTo() method should be provided, or the " +
                            "\"duration\" and/or \"reverseDuration\" property should be set, either in the constructor or later, before " +
                            "calling the animateTo() function."
                            );
                    }

                    return(true);
                });
                float    range             = upperBound - lowerBound;
                float    remainingFraction = range.isFinite() ? (target - _value).abs() / range : 1.0f;
                TimeSpan directionDuration = (_direction == _AnimationDirection.reverse && reverseDuration != null)
                    ? reverseDuration.Value
                    : this.duration.Value;

                simulationDuration = TimeSpan.FromTicks((long)(directionDuration.Ticks * remainingFraction));
            }
            else if (target == value)
            {
                simulationDuration = TimeSpan.Zero;
            }

            stop();

            if (simulationDuration == TimeSpan.Zero)
            {
                if (_value != target)
                {
                    _value = target.clamp(lowerBound, upperBound);
                    notifyListeners();
                }

                _status = (_direction == _AnimationDirection.forward)
                    ? AnimationStatus.completed
                    : AnimationStatus.dismissed;
                _checkStatusChanged();
                return(TickerFuture.complete());
            }

            D.assert(simulationDuration > TimeSpan.Zero);
            D.assert(!isAnimating);
            return(_startSimulation(
                       new _InterpolationSimulation(_value, target, simulationDuration.Value, curve)));
        }
Example #23
0
        void _checkStatusChanged()
        {
            AnimationStatus newStatus = status;

            if (_lastReportedStatus != newStatus)
            {
                _lastReportedStatus = newStatus;
                notifyStatusListeners(newStatus);
            }
        }
Example #24
0
        void _checkStatusChanged()
        {
            AnimationStatus newStatus = this.status;

            if (this._lastReportedStatus != newStatus)
            {
                this._lastReportedStatus = newStatus;
                this.notifyStatusListeners(newStatus);
            }
        }
 public void CastNextAnimation()
 {
     animationStatus  = AnimationStatus.none;
     lastRunAnimation = "";
     if (actionQueue.Count > 0)
     {
         lastRunAnimation = actionQueue.Peek().Method.Name;
         actionQueue.Dequeue()();
     }
 }
Example #26
0
        void _handleStatusChange(AnimationStatus status)
        {
            bool value = widget.controller.status == widget.status;

            if (_active != value)
            {
                setState(() => {
                    _active = value;
                });
            }
        }
 public _TappableWhileStatusIs(
     AnimationStatus status,
     Key key = null,
     AnimationController controller = null,
     Widget child = null
     ) : base(key: key)
 {
     this.controller = controller;
     this.status     = status;
     this.child      = child;
 }
Example #28
0
        void _statusChangeHandler(AnimationStatus status)
        {
            D.assert(_currentTrain != null);

            if (status != _lastStatus)
            {
                notifyListeners();
                _lastStatus = status;
            }

            D.assert(_lastStatus != null);
        }
Example #29
0
 public void _routeAnimationStatusListener(AnimationStatus status)
 {
     if (status != AnimationStatus.dismissed)
     {
         return;
     }
     setState(() => {
         _childHidden = false;
     });
     _route.animation.removeStatusListener(_routeAnimationStatusListener);
     _route = null;
 }
Example #30
0
        public void TopMove(Control control, int endTop, int lastTime, AnimationType animationType)
        {
            Dispose();
            _timer          = new Timer();
            _timer.Interval = 15; // CAUSION, this value may not work for you
            int             _frames         = lastTime % _timer.Interval > 0 ? lastTime / _timer.Interval + 1 : lastTime / _timer.Interval;
            AnimationStatus animationStatue = new AnimationStatus("Top", control.Top, endTop, _frames, animationType);

            _timer.Tick   += delegate { Animate(control, _timer, animationStatue); };
            _timer.Enabled = true;
            _timer.Start();
        }
Example #31
0
 /// <summary>
 /// Used to group animations by direction
 /// </summary>
 /// <param name="AnimationFactory">Creates an animation for a given direction. Return <see langword="null"/> for no animation</param>
 public AnimationGroup(Func <AnimationStatus, AnimatedSprite> AnimationFactory)
 {
     for (int i = 0; i < AnimationStatuses.Length; i++)
     {
         AnimationStatus Status = AnimationStatuses[i];
         AnimatedSprite  Sprite = AnimationFactory(Status);
         if (Sprite != null)
         {
             Animations[Status] = Sprite;
         }
     }
 }
Example #32
0
 void _storyboard_Completed(object sender, EventArgs e)
 {
     _storyboard.Stop();
     Status = AnimationStatus.Stopped;
     if (_playCompleted != null)
     {
         _playCompleted(this, new CompletedEventArgs()
         {
             UserState = m_userState
         });
     }
 }
    void Start ()
{
		currentStatus = AnimationStatus.Idle;

		
	// By default loop all animations
   // animationGameObject.animation.wrapMode = WrapMode.Loop;

    animationGameObject.animation["run"].layer = -1;
    animationGameObject.animation["run"].wrapMode = WrapMode.Loop;
    animationGameObject.animation["walk"].layer = -1;
    animationGameObject.animation["walk"].wrapMode = WrapMode.Loop;
    animationGameObject.animation["idle"].layer = -2;
    animationGameObject.animation.SyncLayer(-1);

    animationGameObject.animation["fly"].layer = 1;
    animationGameObject.animation["fly"].wrapMode = WrapMode.ClampForever;

   // animationGameObject.animation["elevate"].layer = 1;
   // animationGameObject.animation["lower"].layer = 1;


    animationGameObject.animation["idle"].wrapMode = WrapMode.Loop;

	// The jump animation is clamped and overrides all others
    animationGameObject.animation["jump"].layer = 10;
    animationGameObject.animation["jump"].wrapMode = WrapMode.ClampForever;

    animationGameObject.animation["fall"].layer = 10;
    animationGameObject.animation["fall"].wrapMode = WrapMode.Loop;

    animationGameObject.animation["land"].layer = 10;
    animationGameObject.animation["land"].wrapMode = WrapMode.Once;

    animationGameObject.animation["fallHit"].layer = 10;
    animationGameObject.animation["fallHit"].wrapMode = WrapMode.Once;




	// We are in full control here - don't let any other animations play when we start
    animationGameObject.animation.Stop();
    animationGameObject.animation.Play("idle");


    characterController = GetComponent<ThirdPersonController>();
    flyingController = GetComponent<ThirdPersonFlyingController>();
    

}
Example #34
0
        public void Update(GameTime time)
        {
            var now = time.ElapsedGameTime.Milliseconds;
            if (this.Status == AnimationStatus.WAITING_TO_START){
                StartTime = now;
                this.Status = AnimationStatus.IN_PROGRESS;
            }

            var fps = 30.0f * Speed;
            var fpms = fps / 1000;

            var runTime = now - StartTime;
            uint frame = (uint)(runTime * fpms);
            var fraction = (runTime * fpms) - frame;

            int numDone = 0;

            /** Speed is 30fps by default **/
            foreach (var motion in Animation.Motions)
            {
                var bone = Avatar.Skeleton.GetBone(motion.BoneName);
                var motionFrame = frame;
                if (frame >= motion.FrameCount)
                {
                    numDone++;
                    motionFrame = motion.FrameCount - 1;
                }

                if (motion.HasTranslation)
                {
                    bone.Translation = Animation.Translations[motion.FirstTranslationIndex + motionFrame];
                }
                if (motion.HasRotation)
                {
                    bone.Rotation = Animation.Rotations[motion.FirstRotationIndex + motionFrame];
                }
            }

            if (numDone == Animation.Motions.Length)
            {
                /** Completed! **/
                this.Status = AnimationStatus.COMPLETED;
            }
            else
            {
                Avatar.ReloadSkeleton();
            }
        }
Example #35
0
 public void SetStatus(AnimationStatus status)
 {
     Status = status;
 }
Example #36
0
    private void ChangeLayersWeight(AnimationStatus status)
    {
        switch (status)
        {
            case AnimationStatus.Idle:
                StartCoroutine(ChangeLayerWeightCoroutine(0, userAnimator.GetLayerWeight(0), 1));
        //				StartCoroutine(ChangeLayerWeightCoroutine(1, userAnimator.GetLayerWeight(1), 0));
                StartCoroutine(ChangeLayerWeightCoroutine(2, userAnimator.GetLayerWeight(2), 0));
                StartCoroutine(ChangeLayerWeightCoroutine(3, userAnimator.GetLayerWeight(3), 0));

                break;
            case AnimationStatus.HitStay:
                StartCoroutine(ChangeLayerWeightCoroutine(0, userAnimator.GetLayerWeight(0), 0));
        //				StartCoroutine(ChangeLayerWeightCoroutine(1, userAnimator.GetLayerWeight(1), 0));
                StartCoroutine(ChangeLayerWeightCoroutine(2, userAnimator.GetLayerWeight(2), 0));
                StartCoroutine(ChangeLayerWeightCoroutine(3, userAnimator.GetLayerWeight(3), 1));

                break;

            case AnimationStatus.HitRunning:
                StartCoroutine(ChangeLayerWeightCoroutine(0, userAnimator.GetLayerWeight(0), 0));
        //				StartCoroutine(ChangeLayerWeightCoroutine(1, userAnimator.GetLayerWeight(1), 1));
                StartCoroutine(ChangeLayerWeightCoroutine(2, userAnimator.GetLayerWeight(2), 1));
                StartCoroutine(ChangeLayerWeightCoroutine(3, userAnimator.GetLayerWeight(3), 0));

                break;
        }
    }
private void GroundedAnimations()
{
    //blend off any residual animations
    animationGameObject.animation.Blend("fall", 0.0f, 0.1f);
    animationGameObject.animation.Blend("jump", 0.0f, 0.1f);
    animationGameObject.animation.Blend("fly", 0.0f, 0.1f);
    animationGameObject.animation.Blend("elevate", 0.0f, 0.1f);
    animationGameObject.animation.Blend("lower", 0.0f, 0.1f);

    //Fade in Run
    if (characterController.GetSpeed() >= (characterController.GetRunSpeed() - 1))
    {
        animationGameObject.animation.CrossFade("run");
		currentStatus = AnimationStatus.Run;

        //fade out walk
        animationGameObject.animation.Blend("walk", 0.0f, 0.3f);
    }

    // Fade in walk
    else if (characterController.GetSpeed() > 0.1f)
    {

        if (characterController.AreMovingKeysDown())
        {
            animationGameObject.animation.CrossFade("walk");
				currentStatus = AnimationStatus.Walk;
        }
        else
        {
            animationGameObject.animation.Blend("walk", 0.0f, 0.1f);
        }

        // We fade out jumpland realy quick otherwise we get sliding feet
        animationGameObject.animation.Blend("run", 0.0f, 0.3f);



    }

    // Fade out walk and run so just idle remains
    else
    {
        animationGameObject.animation.Blend("walk", 0.0f, 0.3f);
			currentStatus = AnimationStatus.Idle;
       // animationGameObject.animation.Blend("run", 0.0f, 0.3f);
    }

    
    animationGameObject.animation["run"].normalizedSpeed = runSpeedScale;
    animationGameObject.animation["walk"].normalizedSpeed = walkSpeedScale;

    //is Character Jumping
    if (characterController.IsJumping())
    {


        if (!characterController.HasJumpReachedApex() && characterController.IsJumping())
        {
			animationGameObject.animation.CrossFade("jump", 0.2f);
            animationGameObject.animation.Blend("fall", 0.0f, 0.3f);
        }

        else
        {
            animationGameObject.animation.Blend("jump", 0.0f, 0.3f);
            animationGameObject.animation.CrossFade("fall", 0.2f);

        }

		currentStatus = AnimationStatus.Jump;
			
        animationGameObject.animation.Blend("walk", 0.0f, 0.1f);
        animationGameObject.animation.Blend("run", 0.0f, 0.1f);

    }

}
 public void Update(long time, GameObj obj)
 {
     currentFrame++;
     if (currentFrame > frameTo)
     {
         switch (mode)
         {
             case AnimationMode.LOOP:
                 currentFrame = frameFrom;
                 break;
             case AnimationMode.STOP_AT_START:
                 status = AnimationStatus.STOP;
                 obj.animationEnded(this);
                 currentFrame = frameTo;
                 break;
             case AnimationMode.STOP_AT_END:
                 status = AnimationStatus.STOP;
                 obj.animationEnded(this);
                 currentFrame--;
                 break;
         }
     }
 }
Example #39
0
        public void Update(GameTime gameTime)
        {
            if (Current != Next)
            {
                if (_currentPosition.Y != 0 && _status == AnimationStatus.ToNeutral)
                {
                    _currentPosition.Y = MathHelper.Lerp(_gearPositions[Current].Y, 0, _amount);
                    if (_amount >= 1)
                    {
                        _currentPosition.Y = 0;
                        _amount = 0;
                        _lastPos = _currentPosition;
                    }
                }
                else if (_currentPosition.X != _gearPositions[Next].X)
                {
                    _currentPosition.X = MathHelper.Lerp(_lastPos.X, _gearPositions[Next].X, _amount);
                    if (_amount >= 1)
                    {
                        _currentPosition.X = _gearPositions[Next].X;
                        _amount = 0;
                        _lastPos = _currentPosition;
                    }
                }

                else if (_currentPosition.Y != _gearPositions[Next].Y)
                {
                    _status = AnimationStatus.ToY;
                    _currentPosition.Y = MathHelper.Lerp(_lastPos.Y, _gearPositions[Next].Y, _amount);
                    if (_amount >= 1)
                    {
                        _currentPosition.Y = _gearPositions[Next].Y;
                        _amount = 0;
                    }
                }
                else if (_currentPosition.X == _gearPositions[Next].X
                    && _currentPosition.Y == _gearPositions[Next].Y)
                {
                    _status = AnimationStatus.ToNeutral;
                    Current = Next;
                    _waitAtEndOfAnimationTime = 0.5f;
                }

                _amount += (float)gameTime.ElapsedGameTime.TotalSeconds * (_gearPositions[Current].X != _gearPositions[Next].X ? 7.5f : 5.5f);
            }

            if (_waitAtEndOfAnimationTime >= 0)
                _waitAtEndOfAnimationTime -= (float)gameTime.ElapsedGameTime.TotalSeconds;
        }