public IEnumerator ImpactEmphasize()
    {
        animationTransform.Pause();

        //		characterAudioSource.clip = hit; //This should happen via damage
        //		characterAudioSource.Play ();
        yield return(new WaitForSeconds(.4f));

        animationTransform.Unpause();
    }
Exemple #2
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    public IEnumerator ImpactEmphasize()
    {
        animationTransform.Pause();
        lastAttack.TargetActor().CharSheet.TakeDamageEffect(lastAttack.resultingEffect);

//		characterAudioSource.clip = hit; //This should happen via damage
//		characterAudioSource.Play ();
        yield return(new WaitForSeconds(.4f));        //should be loosely the same as the shudder time.  Perhaps

        animationTransform.Unpause();
    }
    /// <summary>
    /// Swaps equipment out, and syncs it with whatever is currently playing by setting the normalized time.
    /// </summary>
    private IEnumerator EquipmentSwap(EquipmentSlotType slot, EquipmentAnimationControllerName name)
    {
        rootAnimationTransform.Pause();
        AnimatorStateInfo info = root.GetCurrentAnimatorStateInfo(0);
        Animator          anim = AnimatorFromEquipmentType(slot);

        SetMappingName(slot, name);
        RuntimeAnimatorController rt = EquipmentAnimationDispenser.instance.GetAnimationControllerByName(name);

//		Debug.Log ("swapping "+slot+" animation to this : " + rt.name);
        anim.runtimeAnimatorController = rt;
        anim.Play(rootAnimationTransform.LastPlay, 0, info.normalizedTime);
        yield return(new WaitForEndOfFrame());

        rootAnimationTransform.Unpause();
    }