public Animation(Sprite insprite, int numFrames, AnimSpeed speed, AnimName inName) { Name = inName; FrameNum = numFrames; _frames = new Frame[numFrames]; _sprite = insprite; Speed = speed; FrameInterval = new TimeSpan(2750000); LastInterval = TimeEventManager.getInstance().GetCurrentTime(); }
public Animation Find(AnimName inName) { int index = 0; Animation Obj = (Animation)List.getDatabyIndex(index); while (Obj != null) { if (Obj.getName() == inName) { return(Obj); } index++; Obj = (Animation)List.getDatabyIndex(index); } return(null); }
public bool Equals(DestinyAnimationReference input) { if (input == null) { return(false); } return (( AnimName == input.AnimName || (AnimName != null && AnimName.Equals(input.AnimName)) ) && ( AnimIdentifier == input.AnimIdentifier || (AnimIdentifier != null && AnimIdentifier.Equals(input.AnimIdentifier)) ) && ( Path == input.Path || (Path != null && Path.Equals(input.Path)) )); }
public void SetAnimationSpeed(AnimName name, float value) { switch (name) { case AnimName.Idle: SetAnimationSpeed("Idle", value); break; case AnimName.WalkForward: // value / 2.5f because player moveSpeed / 2.5f is what feels better for this animation SetAnimationSpeed("WalkForward", value / 2.5f); break; case AnimName.WalkBackwards: // value / 2.5f because player moveSpeed / 2.5f is what feels better for this animation SetAnimationSpeed("WalkBackwards", value / 2.5f); break; default: break; } }
//private void OnValidate() //{ // if (!GetComponent<Animator>()) // { // gameObject.AddComponent<Animator>(); // } // ChangerCaseConfiguration(); //} public void ChangerCaseConfiguration() { if (!sr) { sr = GetComponent <SpriteRenderer>(); } if (!a) { a = GetComponent <Animator>(); } switch (caseType) { case CaseType.Rien: a.enabled = false; sr.enabled = false; break; case CaseType.Obstacle: a.enabled = false; sr.enabled = true; break; case CaseType.LimiteTerrain: a.enabled = false; sr.enabled = true; break; case CaseType.TerrainNavigable: a.enabled = false; sr.enabled = true; break; case CaseType.Gélule: a.enabled = true; sr.enabled = true; sr.sprite = géluleSprite; break; case CaseType.Snake: a.enabled = true; sr.enabled = true; caseAnim = SnakeManager.instance.GetSnakeConfiguration(this); break; case CaseType.SnakeHead: a.enabled = true; sr.enabled = true; caseAnim = SnakeManager.instance.GetSnakeHeadConfiguration(this); break; default: Debug.Log($"La fonction {caseType} n'a pas encore été implémentée"); break; } if (a) { if (a.enabled) { a.Play(caseAnim.animName); } } }
public void CrossFade(AnimName animName) { // if (!anim.GetCurrentAnimatorStateInfo(0).IsName(animName)) anim.CrossFade(animName.ToString(), fadeTime); }
public void Play(AnimName animName) { // if (!anim.GetCurrentAnimatorStateInfo(0).IsName(animName)) // anim.CrossFade(animName,fadeTime); anim.Play(animName.ToString()); }
public bool Is_Current_State(AnimName animName) { return(anim.GetCurrentAnimatorStateInfo(0).IsName(animName.ToString())); }
public Emote(UserAction action, AnimName anim) { this.mAction = action; this.mAnim = anim; }