void FinishGesture() { _interactionInProgress = false; _ressi.StopCuddling(); _ressi = null; _animationController = null; _isStroking = false; _totalMovement = 0; }
void InitializeStates() { var eyeConstraints = GetComponentsInChildren <SkeletonUtilityEyeConstraint>(); var idleAnimator = new IdleAnimationController(_stableAnimationTrack, _skeletonAnimation, Parameters, _audioSource); var walkAnimator = new SingleAnimationStateController(_stableAnimationTrack, _skeletonAnimation, Parameters, Parameters.StandardWalkAnimation, canFlipSprite: true, isSidewaysAnimation: true); var chaseConsumableAnimator = new ChaseConsumableAnimationController(_stableAnimationTrack, _skeletonAnimation, Parameters, eyeConstraints); var cuddleAnimator = new CuddleAnimationController(_stableAnimationTrack, _skeletonAnimation, Parameters, _audioSource); var drawingAnimator = new DrawLetterAnimationController(_stableAnimationTrack, _skeletonAnimation, Parameters, _audioSource); _stateMachine.AddState(StableAnimationState.Idle, idleAnimator); _stateMachine.AddState(StableAnimationState.Walk, walkAnimator); _stateMachine.AddState(StableAnimationState.ChaseConsumable, chaseConsumableAnimator); _stateMachine.AddState(StableAnimationState.Cuddling, cuddleAnimator); _stateMachine.AddState(StableAnimationState.Drawing, drawingAnimator); }
void StartCuddling(SpineRessiAnimator ressi) { _ressi = ressi; _interactionInProgress = true; _animationController = ressi.StartCuddle(); }