//Allows us to call animator from model -- replace with event system public void OnAnimationChange(AnimationChange evt) { if (evt.PlayerIndex != PlayerIndex) { return; } animator.Play(evt.AnimState, 0); }
ParticleSystem particle = null; // ADD //========================================================================================================↑ //======================== 関数 =============================== // Use this for initialization void Start() { ivyManager = FindObjectOfType <IvyManager>(); ChildObj = transform.Find("FOX").gameObject; animeChange = ChildObj.GetComponent <AnimationChange>(); PlayerObj = gameObject; gameManager = FindObjectOfType <GameManager>(); //ゲームオブジェクトを取得する var no = gameManager.localPlayer.Get(); if ((int)no == (int)m_Type) { operationFlag = true; //操作してるキャラなら操作キャラフラグを立てる } operationFlag = true; m_KillState.execDelegate = ToBeKillState; // ADD m_NotMove.execDelegate = ImmobileState; // ADD //ここでは基本的に各状態クラスのデリゲートに関数を登録していく AliveState.SetState(m_Survival); //生存時処理 m_Survival.execDelegate = SurvivalExe; // 復帰処理状態 m_IvyState.execDelegate = IvyExe; SideMoveState.SetState(m_WaitState); //待機状態の処理 m_WaitState.execDelegate = WaitExe; //歩き状態の処理 m_WalkState.execDelegate = WalkExe; //走り状態の処理 m_RunState.execDelegate = RunExe; JumpState.SetState(m_OnGround); //着地状態 m_OnGround.execDelegate = OnGroundExe; //ジャンプ状態 m_JumpState.execDelegate = JumpExe; //自身のキャラクターコントローラを取得しておく characterController = GetComponent <CharacterController>(); // Photon追加 // インプットマネージャ取得 //Transform t = GameObject.Find("GameManager").transform; //Transform t2 = GameObject.Find("GameManager").transform.Find("InputManager"); //var t3 = GameObject.Find("GameManager").transform.Find("InputManager").GetComponent<InputManager>(); inputManager = GameObject.Find("GameCEO/InputManager").GetComponent <InputManager>(); photonView = GetComponent <PhotonView>(); soundManager = FindObjectOfType <SoundManager>(); // ADD particle = ChildObj.GetComponent <ParticleSystem>(); particle.Stop(); }
private void ChangeState(State newState) { _animationChange = new AnimationChange(Offset, Offset + 1, Offset + 91); AnimationState = newState; }
private void DrawSingleElementChanging(VisualizerInterface Visualizer, int index, AnimationChange change) { int colorChange = 255 - (int)(255F / change.AngleDuration * change.OffsetSinceStart); if (AnimationState == State.Success) { AnimationColor = new Color(colorChange, 255, colorChange); } else if (AnimationState == State.Error) { AnimationColor = new Color(255, colorChange, colorChange); } DrawSingleElement(Visualizer, index); }