Example #1
0
        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    UnityEngine.AnimationState gen_ret = new UnityEngine.AnimationState();
                    translator.Push(L, gen_ret);

                    return(1);
                }
            }
            catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.AnimationState constructor!"));
        }
Example #2
0
 /// <summary>
 /// Initialize and collect information from animationComponent
 /// </summary>
 /// <param name="animationComponent">UnityEngine.Animation</param>
 public override void Initialize(UnityEngine.Animation animationComponent)
 {
     _Animation = animationComponent;
     _State     = _Animation[CurrentAnimation];
     if (_State != null)
     {
         _Length      = _State.length;
         _State.layer = Layer.LayerIndex;
     }
     else
     {
         if (!IgnoreMissAnimationWarning)
         {
             UnityEngine.Debug.LogWarning("Please set valid 'AnimationName' to  AnimNodeSequence : " + (string.IsNullOrEmpty(Name) ? "" : CurrentAnimation));
         }
     }
 }
 public static UnityEngine.AnimationState PrepareAnimation(UnityEngine.GameObject obj, string animName)
 {
     UnityEngine.AnimationState state     = null;
     UnityEngine.Animation      animation = obj.GetComponent <UnityEngine.Animation>();
     if (null != animation && !string.IsNullOrEmpty(animName))
     {
         state = animation[animName];
         if (null == state)
         {
             UnityEngine.AnimationClip clip = GetSharedResource("Animations/" + animName) as UnityEngine.AnimationClip;
             if (null != clip)
             {
                 animation.AddClip(clip, animName);
                 state = animation[animName];
             }
         }
     }
     return(state);
 }
Example #4
0
        /// <summary>
        /// Apply changes to UnityEngine.Animation component
        /// </summary>
        /// <param name="animationComponent">UnityEngine.Animation to apply changes to</param>
        internal void Apply(UnityEngine.Animation animationComponent)
        {
            foreach (var anim in ActiveAnimNodes)                                             // iterate throw all active AnimNodeSequences
            {
                UnityEngine.AnimationState state = animationComponent[anim.CurrentAnimation]; // access state
                if (state != null)
                {
                    state.speed = anim.Speed;
                    // set parameters
                    state.blendMode = BlendMode;
                    state.wrapMode  = anim.WrapMode;
                    state.layer     = LayerIndex;
                    state.weight    = anim.BlendWeight.Weight;

                    // disable or enable animation
                    if (anim.BlendWeight.Weight == 0)
                    {
                        state.enabled = false;
                    }
                    else
                    {
                        state.enabled = true;
                    }
                }
                // if profile changed in previous frame
                if (anim.UpdatePreviousAnimation)
                {
                    if (anim.PreviousAnimation != null)
                    {
                        UnityEngine.AnimationState preState = animationComponent[anim.PreviousAnimation];
                        if (preState != null)
                        {
                            animationComponent.Blend(anim.PreviousAnimation, 0, 0.3f);
                        }
                    }
                    anim.UpdatePreviousAnimation = false;
                }
            }
        }
Example #5
0
        static int _m_RemoveMixingTransform(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            UnityEngine.AnimationState __cl_gen_to_be_invoked = (UnityEngine.AnimationState)translator.FastGetCSObj(L, 1);


            try {
                {
                    UnityEngine.Transform mix = (UnityEngine.Transform)translator.GetObject(L, 2, typeof(UnityEngine.Transform));

                    __cl_gen_to_be_invoked.RemoveMixingTransform(mix);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Example #6
0
        static int _m_AddMixingTransform(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.AnimationState gen_to_be_invoked = (UnityEngine.AnimationState)translator.FastGetCSObj(L, 1);


                int gen_param_count = LuaAPI.lua_gettop(L);

                if (gen_param_count == 2 && translator.Assignable <UnityEngine.Transform>(L, 2))
                {
                    UnityEngine.Transform _mix = (UnityEngine.Transform)translator.GetObject(L, 2, typeof(UnityEngine.Transform));

                    gen_to_be_invoked.AddMixingTransform(_mix);



                    return(0);
                }
                if (gen_param_count == 3 && translator.Assignable <UnityEngine.Transform>(L, 2) && LuaTypes.LUA_TBOOLEAN == LuaAPI.lua_type(L, 3))
                {
                    UnityEngine.Transform _mix = (UnityEngine.Transform)translator.GetObject(L, 2, typeof(UnityEngine.Transform));
                    bool _recursive            = LuaAPI.lua_toboolean(L, 3);

                    gen_to_be_invoked.AddMixingTransform(_mix, _recursive);



                    return(0);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.AnimationState.AddMixingTransform!"));
        }
Example #7
0
 public override bool Execute(object sender, SkillInstance instance, long delta, long curSectionTime)
 {
     if (curSectionTime < m_StartTime)
     {
         return(true);
     }
     UnityEngine.GameObject obj = sender as UnityEngine.GameObject;
     if (obj == null)
     {
         return(false);
     }
     UnityEngine.Transform part_transform = TriggerUtil.GetChildNodeByName(obj, m_PartName);
     if (part_transform == null || part_transform.gameObject == null)
     {
         LogSystem.Debug("----play part anim: not find part {0}", m_PartName);
         return(false);
     }
     UnityEngine.GameObject     part       = part_transform.gameObject;
     UnityEngine.AnimationState anim_state = part.GetComponent <UnityEngine.Animation>()[m_AnimName];
     if (anim_state == null)
     {
         LogSystem.Debug("----play part anim: not find anim {0}", m_AnimName);
         return(false);
     }
     anim_state.speed    = m_AnimSpeed;
     anim_state.wrapMode = m_WrapMode;
     if (m_FadeLength <= 0)
     {
         part.GetComponent <UnityEngine.Animation>().Play(m_AnimName);
     }
     else
     {
         part.GetComponent <UnityEngine.Animation>().CrossFade(m_AnimName, m_FadeLength);
     }
     return(false);
 }
        static int _m_CrossFadeQueued(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


                UnityEngine.Animation gen_to_be_invoked = (UnityEngine.Animation)translator.FastGetCSObj(L, 1);


                int gen_param_count = LuaAPI.lua_gettop(L);

                if (gen_param_count == 2 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING))
                {
                    string _animation = LuaAPI.lua_tostring(L, 2);

                    UnityEngine.AnimationState gen_ret = gen_to_be_invoked.CrossFadeQueued(_animation);
                    translator.Push(L, gen_ret);



                    return(1);
                }
                if (gen_param_count == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3))
                {
                    string _animation  = LuaAPI.lua_tostring(L, 2);
                    float  _fadeLength = (float)LuaAPI.lua_tonumber(L, 3);

                    UnityEngine.AnimationState gen_ret = gen_to_be_invoked.CrossFadeQueued(_animation, _fadeLength);
                    translator.Push(L, gen_ret);



                    return(1);
                }
                if (gen_param_count == 4 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && translator.Assignable <UnityEngine.QueueMode>(L, 4))
                {
                    string _animation  = LuaAPI.lua_tostring(L, 2);
                    float  _fadeLength = (float)LuaAPI.lua_tonumber(L, 3);
                    UnityEngine.QueueMode _queue; translator.Get(L, 4, out _queue);

                    UnityEngine.AnimationState gen_ret = gen_to_be_invoked.CrossFadeQueued(_animation, _fadeLength, _queue);
                    translator.Push(L, gen_ret);



                    return(1);
                }
                if (gen_param_count == 5 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && translator.Assignable <UnityEngine.QueueMode>(L, 4) && translator.Assignable <UnityEngine.PlayMode>(L, 5))
                {
                    string _animation  = LuaAPI.lua_tostring(L, 2);
                    float  _fadeLength = (float)LuaAPI.lua_tonumber(L, 3);
                    UnityEngine.QueueMode _queue; translator.Get(L, 4, out _queue);
                    UnityEngine.PlayMode  _mode; translator.Get(L, 5, out _mode);

                    UnityEngine.AnimationState gen_ret = gen_to_be_invoked.CrossFadeQueued(_animation, _fadeLength, _queue, _mode);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }

            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Animation.CrossFadeQueued!"));
        }