Example #1
0
        /// <summary>
        /// This is called at Update() and sets each of the animators parameters to their corresponding State values
        /// </summary>
        protected virtual void UpdateAnimators()
        {
            UpdateAnimationRandomNumber();

            if ((UseDefaultMecanim) && (_animator != null))
            {
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _groundedAnimationParameter, _controller.Grounded, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _aliveAnimationParameter, (ConditionState.CurrentState != CharacterStates.CharacterConditions.Dead), _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _currentSpeedAnimationParameter, _controller.CurrentMovement.magnitude, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _xSpeedAnimationParameter, _controller.CurrentMovement.x, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _ySpeedAnimationParameter, _controller.CurrentMovement.y, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _zSpeedAnimationParameter, _controller.CurrentMovement.z, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _idleAnimationParameter, (MovementState.CurrentState == CharacterStates.MovementStates.Idle), _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _randomAnimationParameter, _animatorRandomNumber, _animatorParameters);


                foreach (CharacterAbility ability in _characterAbilities)
                {
                    if (ability.enabled && ability.AbilityInitialized)
                    {
                        ability.UpdateAnimator();
                    }
                }
            }
        }
Example #2
0
 /// <summary>
 /// Sends the current speed and the current value of the Walking state to the animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _relativeForwardSpeedAnimationParameter, _relativeSpeed.z, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _relativeLateralSpeedAnimationParameter, _relativeSpeed.x, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _relativeForwardSpeedNormalizedAnimationParameter, _relativeSpeedNormalized.z, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _relativeLateralSpeedNormalizedAnimationParameter, _relativeSpeedNormalized.x, _character._animatorParameters);
 }
Example #3
0
 /// <summary>
 /// On reset ability, we cancel all the changes made
 /// </summary>
 public override void ResetAbility()
 {
     base.ResetAbility();
     StopFlight();
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _flyingAnimationParameter, false, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _flySpeedAnimationParameter, 0f, _character._animatorParameters);
 }
Example #4
0
        protected virtual void UpdateAnimator(Animator animator, List <int> list)
        {
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _equippedAnimationParameter, true, list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _idleAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponIdle), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _startAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStart), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _delayBeforeUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _useAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _singleUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _delayBetweenUsesAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _stopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStop), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _reloadStartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStart), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _reloadAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReload), list);
            MMAnimatorExtensions.UpdateAnimatorBool(animator, _reloadStopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStop), list);

            if (Owner != null)
            {
                MMAnimatorExtensions.UpdateAnimatorBool(animator, _aliveAnimationParameter, (Owner.ConditionState.CurrentState != CharacterStates.CharacterConditions.Dead), list);
            }

            if (_aimableWeapon != null)
            {
                MMAnimatorExtensions.UpdateAnimatorFloat(animator, _weaponAngleAnimationParameter, _aimableWeapon.CurrentAngle, list);
                MMAnimatorExtensions.UpdateAnimatorFloat(animator, _weaponAngleRelativeAnimationParameter, _aimableWeapon.CurrentAngleRelative, list);
            }
            else
            {
                MMAnimatorExtensions.UpdateAnimatorFloat(animator, _weaponAngleAnimationParameter, 0f, list);
                MMAnimatorExtensions.UpdateAnimatorFloat(animator, _weaponAngleRelativeAnimationParameter, 0f, list);
            }

            if (_comboWeapon != null)
            {
                MMAnimatorExtensions.UpdateAnimatorBool(animator, _comboInProgressAnimationParameter, _comboWeapon.ComboInProgress, list);
            }
        }
Example #5
0
        /// <summary>
        /// This is called at Update() and sets each of the animators parameters to their corresponding State values
        /// </summary>
        protected virtual void UpdateAnimators()
        {
            if ((UseDefaultMecanim) && (_animator != null))
            {
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _groundedAnimationParameter, _controller.State.IsGrounded, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _airborneSpeedAnimationParameter, Airborne, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _aliveAnimationParameter, (ConditionState.CurrentState != CharacterStates.CharacterConditions.Dead), _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _xSpeedSpeedAnimationParameter, _controller.Speed.x, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _ySpeedSpeedAnimationParameter, _controller.Speed.y, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _worldXSpeedSpeedAnimationParameter, _controller.WorldSpeed.x, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _worldYSpeedSpeedAnimationParameter, _controller.WorldSpeed.y, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _collidingLeftAnimationParameter, _controller.State.IsCollidingLeft, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _collidingRightAnimationParameter, _controller.State.IsCollidingRight, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _collidingBelowAnimationParameter, _controller.State.IsCollidingBelow, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _collidingAboveAnimationParameter, _controller.State.IsCollidingAbove, _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _idleSpeedAnimationParameter, (MovementState.CurrentState == CharacterStates.MovementStates.Idle), _animatorParameters);
                MMAnimatorExtensions.UpdateAnimatorBool(_animator, _facingRightAnimationParameter, IsFacingRight, _animatorParameters);

                foreach (CharacterAbility ability in _characterAbilities)
                {
                    if (ability.enabled && ability.AbilityInitialized)
                    {
                        ability.UpdateAnimator();
                    }
                }
            }
        }
Example #6
0
        /// <summary>
        /// At the end of each cycle, sends Jumping states to the Character's animator
        /// </summary>
        public override void UpdateAnimator()
        {
            MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _horizontalDirectionAnimationParameter, _horizontalDirection, _character._animatorParameters);
            MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _verticalDirectionAnimationParameter, _verticalDirection, _character._animatorParameters);

            MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _horizontalSpeedAnimationParameter, _newSpeed.x, _character._animatorParameters);
            MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _verticalSpeedAnimationParameter, _newSpeed.y, _character._animatorParameters);
        }
 /// <summary>
 /// Sends the current speed and the current value of the Walking state to the animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _speedAnimationParameter, CurrentSpeed, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _walkingAnimationParameter, (_movement.CurrentState == CharacterStates.MovementStates.Walking), _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _idleAnimationParameter, (_movement.CurrentState == CharacterStates.MovementStates.Idle), _character._animatorParameters);
 }
Example #8
0
 /// <summary>
 /// Sends the current speed and the current value of the Walking state to the animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _speedAnimationParameter, Mathf.Abs(_normalizedHorizontalSpeed), _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _walkingAnimationParameter, (_movement.CurrentState == CharacterStates.MovementStates.Walking), _character._animatorParameters);
 }
Example #9
0
 /// <summary>
 /// At the end of each cycle, we send our character's animator the current flying status
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _flyingAnimationParameter, (_movement.CurrentState == CharacterStates.MovementStates.Flying), _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _flySpeedAnimationParameter, Mathf.Abs(_controller.Speed.magnitude), _character._animatorParameters);
 }
Example #10
0
 /// <summary>
 /// At the end of each cycle, we send our character's animator the current following status
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _followingPathAnimationParameter, (_movement.CurrentState == CharacterStates.MovementStates.FollowingPath), _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _followingPathSpeedAnimationParameter, Mathf.Abs(_mmPathMovement.CurrentSpeed.magnitude), _character._animatorParameters);
 }
Example #11
0
/// <summary>
/// At the end of each cycle, sends Jumping states to the Character's animator
/// </summary>
        public override void UpdateAnimator()
        {
            MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _degreeAnimationParameter, _degree, _character._animatorParameters);
            MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _targetDistanceAnimationParameter, _targetDistance, _character._animatorParameters);
        }
Example #12
0
 /// <summary>
 /// At the end of each cycle, we update our animator with our various states
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _ladderClimbingUpAnimationParameter, (_movement.CurrentState == CharacterStates.MovementStates.LadderClimbing), _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _ladderClimbingSpeedXAnimationParameter, CurrentLadderClimbingSpeed.x, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorFloat(_animator, _ladderClimbingSpeedYAnimationParameter, CurrentLadderClimbingSpeed.y, _character._animatorParameters);
 }