Example #1
0
 public void UpdateAnimations(float elapsedSeconds)
 {
     if (m_Animation == null)
     {
         return;
     }
     m_AnimationTime += elapsedSeconds * m_Speed;
     if (m_Loop)
     {
         m_AnimationTime %= m_Animation.Duration;
     }
     if (m_Animation != null)
     {
         m_Animation.Apply(m_AnimationTime, m_ActorInstance, 1.0f);
     }
 }
        public void UpdateAnimations(float elapsedSeconds)
        {
            // Apply aim animation.
            if (!isActiveAndEnabled || m_Actor == null)
            {
                return;
            }
            Actor actorInstance = m_Actor.ActorInstance;

            if (m_Aim != null)
            {
                // Figure out best aim position.
                Vec2D actorTarget = new Vec2D(m_ActorLocalCursor[0], m_ActorLocalCursor[1]);

                // Now actorTarget is in Nima root space.
                float      maxDot    = -1.0f;
                int        bestIndex = 0;
                AimSlice[] lookup    = Math.Abs(m_HorizontalVelocity) > 0.0f ? m_AimWalkingLookup : m_AimLookup;

                Vec2D targetDir = new Vec2D();
                for (int i = 0; i < AimSliceCount; i++)
                {
                    AimSlice aim = lookup[i];


                    Vec2D.Subtract(targetDir, actorTarget, aim.point);
                    Vec2D.Normalize(targetDir, targetDir);
                    float d = Vec2D.Dot(targetDir, aim.dir);
                    if (d > maxDot)
                    {
                        maxDot    = d;
                        bestIndex = i;
                    }
                }
                float targetAimTime = bestIndex / (float)(AimSliceCount - 1) * m_Aim.Duration;

                /*Nima.Animation.ActorAnimation idle = m_Actor.ActorInstance.GetAnimation("Idle");
                 * idletime += elapsedSeconds;
                 * idletime %= idle.Duration;
                 * idle.Apply(idletime, m_Actor.ActorInstance, 1.0f);*/
                m_AimAnimationTime += (targetAimTime - m_AimAnimationTime) * Math.Min(1.0f, elapsedSeconds * 10.0f);
                m_Aim.Apply(m_AimAnimationTime, m_Actor.ActorInstance, 1.0f);
            }
        }
Example #3
0
        public void Start()
        {
            m_Actor = gameObject.GetComponent <ActorBaseComponent>();
            if (m_Actor != null)
            {
                // Get a game object from the actor, use this to mount items or query for other components.
                // GameObject headColliderGameObject = m_Actor.GetActorGameObject("HeadCollider");
                // if(headColliderGameObject != null)
                // {
                //  Collider2D collider = headColliderGameObject.GetComponent<Collider2D>();
                //  if(collider != null)
                //  {
                //      // Set it to a trigger, or do something else with it...
                //      // collider.isTrigger = true;
                //  }
                // }
                if (m_Actor.ActorInstance != null)
                {
                    m_Idle       = m_Actor.ActorInstance.GetAnimation("Idle");
                    m_Aim        = m_Actor.ActorInstance.GetAnimation("Aim2");
                    m_Walk       = m_Actor.ActorInstance.GetAnimationInstance("Walk");
                    m_Run        = m_Actor.ActorInstance.GetAnimation("Run");
                    m_WalkToIdle = m_Actor.ActorInstance.GetAnimation("WalkToIdle");

                    // We made walk an animation instance so it has it's own sense of time which lets it do things like track events.
                    m_Walk.AnimationEvent += delegate(object animationInstance, Nima.Animation.AnimationEventArgs args)
                    {
                        // Event triggered from animation.
                    };
                    ActorNode characterNode = m_Actor.ActorInstance.GetNode("Character");
                    if (characterNode != null)
                    {
                        m_GroundSpeedProperty = characterNode.GetCustomFloatProperty("GroundSpeed");
                        m_IsRunningProperty   = characterNode.GetCustomBooleanProperty("IsRunning");
                    }
                    // Calculate aim slices.
                    if (m_Aim != null)
                    {
                        ActorNode muzzle = m_Actor.ActorInstance.GetNode("Muzzle");
                        if (muzzle != null)
                        {
                            for (int i = 0; i < AimSliceCount; i++)
                            {
                                float position = i / (float)(AimSliceCount - 1) * m_Aim.Duration;
                                m_Aim.Apply(position, m_Actor.ActorInstance, 1.0f);
                                m_Actor.ActorInstance.Advance(0.0f);
                                Mat2D worldTransform = muzzle.WorldTransform;

                                AimSlice slice = m_AimLookup[i];

                                // Extract forward vector and position.
                                slice.dir = new Vec2D();
                                Vec2D.Normalize(slice.dir, new Vec2D(worldTransform[0], worldTransform[1]));
                                slice.point    = new Vec2D(worldTransform[4] * ActorAsset.NimaToUnityScale, worldTransform[5] * ActorAsset.NimaToUnityScale);
                                m_AimLookup[i] = slice;
                            }
                        }
                        if (m_Walk != null)
                        {
                            m_Walk.Time = 0.0f;
                            m_Walk.Apply(1.0f);

                            for (int i = 0; i < AimSliceCount; i++)
                            {
                                float position = i / (float)(AimSliceCount - 1) * m_Aim.Duration;
                                m_Aim.Apply(position, m_Actor.ActorInstance, 1.0f);
                                m_Actor.ActorInstance.Advance(0.0f);
                                Mat2D worldTransform = muzzle.WorldTransform;

                                AimSlice slice = m_AimWalkingLookup[i];

                                // Extract forward vector and position.
                                slice.dir = new Vec2D();
                                Vec2D.Normalize(slice.dir, new Vec2D(worldTransform[0], worldTransform[1]));
                                slice.point           = new Vec2D(worldTransform[4] * ActorAsset.NimaToUnityScale, worldTransform[5] * ActorAsset.NimaToUnityScale);
                                m_AimWalkingLookup[i] = slice;
                            }
                        }
                    }
                }
            }
            m_IdleTime = 0.0f;
        }
Example #4
0
        public void Update()
        {
            if (m_Actor == null)
            {
                return;
            }

            if (m_IsRunningProperty != null)
            {
                // Just an example of how to detect if the character is running from the animated properties (not really necessary here but shows how you can use custom properties).
                // Debug.Log("RUNNING " + m_IsRunningProperty.Value);
            }
            float elapsedSeconds = Time.deltaTime;

            Actor actorInstance = m_Actor.ActorInstance;

            float scaleX = 1.0f;            //ActorAsset.NimaToUnityScale;
            // Find cursor position in world space.
            Ray     ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            Vector3 actorLocalCursor = m_Actor.gameObject.transform.InverseTransformPoint(ray.origin);

            if (actorLocalCursor[0] < 0.0f)
            {
                scaleX *= -1.0f;
                actorLocalCursor[0] *= -1.0f;
            }

            actorInstance.Root.ScaleX = scaleX;

            // Advance idle animation first.
            if (m_Idle != null)
            {
                m_IdleTime = (m_IdleTime + elapsedSeconds) % m_Idle.Duration;
                m_Idle.Apply(m_IdleTime, m_Actor.ActorInstance, 1.0f);
            }

            // Update input.
            if (m_HorizontalSpeed != -1.0f && (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)))
            {
                m_HorizontalSpeed = -1.0f;
            }
            else if (m_HorizontalSpeed == -1.0f && (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.LeftArrow)))
            {
                m_HorizontalSpeed = 0.0f;
            }
            if (m_HorizontalSpeed != 1.0f && (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)))
            {
                m_HorizontalSpeed = 1.0f;
            }
            else if (m_HorizontalSpeed == 1.0f && (Input.GetKeyUp(KeyCode.D) || Input.GetKeyUp(KeyCode.RightArrow)))
            {
                m_HorizontalSpeed = 0.0f;
            }
            if (!m_IsRunning && (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift)))
            {
                m_IsRunning = true;
            }
            else if (m_IsRunning && (Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.RightShift)))
            {
                m_IsRunning = false;
            }

            if (m_HorizontalSpeed != 0.0f)
            {
                if (m_IsRunning)
                {
                    if (m_WalkMix > 0.0f)
                    {
                        m_WalkMix = Math.Max(0.0f, m_WalkMix - elapsedSeconds * MixSpeed);
                    }
                    if (m_RunMix < 1.0f)
                    {
                        m_RunMix = Math.Min(1.0f, m_RunMix + elapsedSeconds * MixSpeed);
                    }
                }
                else
                {
                    if (m_WalkMix < 1.0f)
                    {
                        m_WalkMix = Math.Min(1.0f, m_WalkMix + elapsedSeconds * MixSpeed);
                    }
                    if (m_RunMix > 0.0f)
                    {
                        m_RunMix = Math.Max(0.0f, m_RunMix - elapsedSeconds * MixSpeed);
                    }
                }

                m_WalkToIdleTime = 0.0f;
            }
            else
            {
                if (m_WalkMix > 0.0f)
                {
                    m_WalkMix = Math.Max(0.0f, m_WalkMix - elapsedSeconds * MixSpeed);
                }
                if (m_RunMix > 0.0f)
                {
                    m_RunMix = Math.Max(0.0f, m_RunMix - elapsedSeconds * MixSpeed);
                }
            }

            float moveSpeed = m_IsRunning ? 11.0f : 6.0f;
//			m_Actor.gameObject.transform.
//			actorInstance.Root.X += m_HorizontalSpeed * elapsedSeconds * moveSpeed;
            float speedModifier = 1.0f;

            if (m_GroundSpeedProperty != null)
            {
                speedModifier = (m_IsRunning ? 1.0f - m_GroundSpeedProperty.Value : m_GroundSpeedProperty.Value) * 0.5f + 0.5f;
            }
            m_Actor.gameObject.transform.Translate(new Vector3(1.0f, 0.0f, 0.0f) * m_HorizontalSpeed * speedModifier * elapsedSeconds * moveSpeed);
            if (m_Walk != null && m_Run != null)
            {
                if (m_HorizontalSpeed == 0.0f && m_WalkMix == 0.0f && m_RunMix == 0.0f)
                {
                    m_Walk.Time = 0.0f;
                    //m_WalkTime = 0.0f;
                    m_RunTime = 0.0f;
                }
                else
                {
                    //m_WalkTime = m_WalkTime + elapsedSeconds * 0.9f * (m_HorizontalSpeed > 0 ? 1.0f : -1.0f) * (scaleX < 0.0 ? -1.0f : 1.0f);
                    m_Walk.Advance(elapsedSeconds * 0.9f * (m_HorizontalSpeed > 0 ? 1.0f : -1.0f) * (scaleX < 0.0 ? -1.0f : 1.0f));
                    // Sync up the run and walk times.
                    //m_WalkTime %= m_Walk.Duration;

                    /*if(m_WalkTime < 0.0f)
                     * {
                     *      m_WalkTime += m_Walk.Duration;
                     * }*/
                    m_RunTime = (m_Walk.Time - m_Walk.MinTime) / m_Walk.MaxTime * m_Run.Duration;
                }

                if (m_WalkMix != 0.0f)
                {
                    m_Walk.Apply(m_WalkMix);
                }
                if (m_RunMix != 0.0f)
                {
                    m_Run.Apply(m_RunTime, actorInstance, m_RunMix);
                }


                if (m_WalkToIdle != null && m_HorizontalSpeed == 0.0f && m_WalkToIdleTime < m_WalkToIdle.Duration)
                {
                    m_WalkToIdleTime += elapsedSeconds;
                    m_WalkToIdle.Apply(m_WalkToIdleTime, actorInstance, Math.Min(1.0f, m_WalkToIdleTime / m_WalkToIdle.Duration));
                    //m_RunMix = m_WalkMix = 0.0;
                }
            }

            if (m_Aim != null)
            {
                // Figure out best aim position.
                Vec2D actorTarget = new Vec2D(actorLocalCursor[0], actorLocalCursor[1]);

                // Now actorTarget is in Nima root space.
                float      maxDot    = -1.0f;
                int        bestIndex = 0;
                AimSlice[] lookup    = m_HorizontalSpeed == 0.0f ? m_AimLookup : m_AimWalkingLookup;

                Vec2D targetDir = new Vec2D();
                for (int i = 0; i < AimSliceCount; i++)
                {
                    AimSlice aim = lookup[i];


                    Vec2D.Subtract(targetDir, actorTarget, aim.point);
                    Vec2D.Normalize(targetDir, targetDir);
                    float d = Vec2D.Dot(targetDir, aim.dir);
                    if (d > maxDot)
                    {
                        maxDot    = d;
                        bestIndex = i;
                    }
                }
                float targetAimTime = bestIndex / (float)(AimSliceCount - 1) * m_Aim.Duration;

                m_AimAnimationTime += (targetAimTime - m_AimAnimationTime) * Math.Min(1.0f, elapsedSeconds * 10.0f);
                m_Aim.Apply(m_AimAnimationTime, m_Actor.ActorInstance, 1.0f);
            }
        }
        public void Update()
        {
            if (m_Animator == null || m_Actor == null)
            {
                return;
            }
            int numLayers = m_Animator.layerCount;

            for (int i = 0; i < numLayers; i++)
            {
                float             layerMix      = i == 0 ? 1.0f : m_Animator.GetLayerWeight(i);
                AnimatorStateInfo stateInfo     = m_Animator.GetCurrentAnimatorStateInfo(i);
                AnimatorStateInfo nextStateInfo = m_Animator.GetNextAnimatorStateInfo(i);

                bool hasNext = nextStateInfo.fullPathHash != 0;
                AnimatorClipInfo[] clipInfos     = m_Animator.GetCurrentAnimatorClipInfo(i);
                AnimatorClipInfo[] nextClipInfos = m_Animator.GetNextAnimatorClipInfo(i);

                for (int c = 0; c < clipInfos.Length; c++)
                {
                    AnimatorClipInfo clipInfo = clipInfos[c];
                    float            mix      = clipInfo.weight * layerMix;

                    if (mix == 0.0f)
                    {
                        continue;
                    }
                    Nima.Animation.ActorAnimation actorAnimation = ClipToAnimation(clipInfo.clip);
                    if (actorAnimation != null)
                    {
                        float time = (stateInfo.normalizedTime * clipInfo.clip.length);
                        if (stateInfo.loop)
                        {
                            time %= actorAnimation.Duration;
                        }
                        actorAnimation.Apply(time, m_Actor, mix);
                    }
                }
                if (hasNext)
                {
                    for (int c = 0; c < nextClipInfos.Length; c++)
                    {
                        AnimatorClipInfo clipInfo = nextClipInfos[c];
                        float            mix      = clipInfo.weight * layerMix;
                        if (mix == 0.0f)
                        {
                            continue;
                        }
                        Nima.Animation.ActorAnimation actorAnimation = ClipToAnimation(clipInfo.clip);
                        if (actorAnimation != null)
                        {
                            float time = (nextStateInfo.normalizedTime * clipInfo.clip.length);
                            if (nextStateInfo.loop)
                            {
                                time %= actorAnimation.Duration;
                            }
                            actorAnimation.Apply(time, m_Actor, mix);
                        }
                    }
                }
            }
        }
        void Start()
        {
            m_Animator = GetComponent <Animator>();
            m_Actor    = gameObject.GetComponent <ActorBaseComponent>();
            if (m_Actor != null)
            {
                if (m_Actor.ActorInstance != null)
                {
                    m_Aim = m_Actor.ActorInstance.GetAnimation("Aim2");
                    Nima.Animation.ActorAnimation walk       = m_Actor.ActorInstance.GetAnimation("Walk");
                    Nima.Animation.ActorAnimation walkToIdle = m_Actor.ActorInstance.GetAnimation("WalkToIdle");


                    // Calculate aim slices.
                    if (m_Aim != null)
                    {
                        ActorNode muzzle = m_Actor.ActorInstance.GetNode("Muzzle");
                        if (muzzle != null)
                        {
                            for (int i = 0; i < AimSliceCount; i++)
                            {
                                float position = i / (float)(AimSliceCount - 1) * m_Aim.Duration;
                                m_Aim.Apply(position, m_Actor.ActorInstance, 1.0f);
                                Mat2D worldTransform = muzzle.WorldTransform;

                                AimSlice slice = m_AimLookup[i];

                                // Extract forward vector and position.
                                slice.dir = new Vec2D();
                                Vec2D.Normalize(slice.dir, new Vec2D(worldTransform[0], worldTransform[1]));
                                slice.point    = new Vec2D(worldTransform[4], worldTransform[5]);
                                m_AimLookup[i] = slice;
                            }
                        }
                        if (walk != null)
                        {
                            walk.Apply(0.0f, m_Actor.ActorInstance, 1.0f);

                            for (int i = 0; i < AimSliceCount; i++)
                            {
                                float position = i / (float)(AimSliceCount - 1) * m_Aim.Duration;
                                m_Aim.Apply(position, m_Actor.ActorInstance, 1.0f);
                                Mat2D worldTransform = muzzle.WorldTransform;

                                AimSlice slice = m_AimWalkingLookup[i];

                                // Extract forward vector and position.
                                slice.dir = new Vec2D();
                                Vec2D.Normalize(slice.dir, new Vec2D(worldTransform[0], worldTransform[1]));
                                slice.point           = new Vec2D(worldTransform[4], worldTransform[5]);
                                m_AimWalkingLookup[i] = slice;
                            }
                        }

                        if (walkToIdle != null)
                        {
                            walkToIdle.Apply(walkToIdle.Duration, m_Actor.ActorInstance, 1.0f);
                        }
                    }
                }
            }
        }