override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { var value = new MovementParams(direction, 50f); animator.SendMessage("MovementListener", value); Debug.Log("On Movement Update "); }
public MoveToParameters(MoveToParameters parms) { // copy constructor MovementParameters = parms.MovementParameters; DistanceToObject = parms.DistanceToObject; MinDistance = parms.MinDistance; FailDistance = parms.FailDistance; Speed = parms.Speed; WalkRunThreshold = parms.WalkRunThreshold; DesiredHeading = parms.DesiredHeading; }
public void SetDefaults() { MovementParameters = MovementParams.CanWalk | MovementParams.CanRun | MovementParams.CanSideStep | MovementParams.CanWalkBackwards | MovementParams.MoveTowards | MovementParams.UseSpheres | MovementParams.SetHoldKey | MovementParams.ModifyRawState | MovementParams.ModifyInterpretedState | MovementParams.CancelMoveTo; MinDistance = 0.0f; FailDistance = float.MaxValue; Speed = 1.0f; WalkRunThreshold = 15.0f; DesiredHeading = 0.0f; }
public void SetDefaults() { MovementParameters = MovementParams.CanWalk | MovementParams.CanRun | MovementParams.CanSideStep | MovementParams.CanWalkBackwards | MovementParams.MoveTowards | MovementParams.UseSpheres | MovementParams.SetHoldKey | MovementParams.ModifyRawState | MovementParams.ModifyInterpretedState | MovementParams.CancelMoveTo /*| * MovementParams.StopCompletely*/; // this should be default, as per acclient -- investigate MinDistance = 0.0f; FailDistance = float.MaxValue; Speed = 1.0f; WalkRunThreshold = 15.0f; DesiredHeading = 0.0f; }
public float DesiredHeading; // the angle to turn to public TurnToParameters(Motion motion) { MovementParams = motion.MoveToParameters.MovementParameters; Speed = motion.MoveToParameters.Speed; DesiredHeading = motion.DesiredHeading; }
public void MovementListener(MovementParams @params) { var direction = @params.direction; this.input.direction = @params.direction; }