public void AnimationSetup() { if (MoveCo != null) { StopCoroutine(MoveCo); } ResetPos(); CharacterAnimationStateType nextAnim = (CharacterAnimationStateType)Enum.Parse(typeof(CharacterAnimationStateType), AnimToUse.options[AnimToUse.value].text); CurrentSpeed = 1 * AnimationSpeed.value; currentCharacter.SpineAnim.SetAnimationSpeed(CurrentSpeed); currentCharacter.CharInfo.BaseSpeed = CurrentSpeed; if (nextAnim.ToString().Contains("Atk")) { currentCharacter.GetAttack(); } if (nextAnim.ToString().Contains("Dash")) { MoveCo = MoveChar((InputDirection)Enum.Parse(typeof(InputDirection), nextAnim.ToString().Substring(4))); StartCoroutine(MoveCo); return; } currentCharacter.SpineAnim.SetAnim(nextAnim, Loop.isOn, TransitionTime.value); }
public float GetAnimLenght(CharacterAnimationStateType anim) { if (skeletonAnimation.Skeleton.Data.FindAnimation(anim.ToString()) != null) { return(skeletonAnimation.Skeleton.Data.FindAnimation(anim.ToString()).Duration); } return(1); }
public void SetAnim(CharacterAnimationStateType anim, bool loop, float transition) { if (anim == CharacterAnimationStateType.Atk1_IdleToAtk) { //Debug.Log("Arriving start"); } Loop = loop; //Debug.Log(anim.ToString()); SpineAnimationState.SetAnimation(0, anim.ToString(), loop).MixDuration = transition; //StartCoroutine(ClearAnim(transition)); CurrentAnim = anim.ToString(); }
public void SetAnim(CharacterAnimationStateType anim) { if (CurrentAnim == CharacterAnimationStateType.Death.ToString() && anim.ToString() != CharacterAnimationStateType.Idle.ToString()) { return; } if (anim == CharacterAnimationStateType.Arriving || anim.ToString().Contains("Growing")) { SetAnim(anim, false, 0); } else { SetAnim(anim, anim == CharacterAnimationStateType.Death || anim == CharacterAnimationStateType.Idle ? true : false, AnimationTransition); } }
public override void SetAnimation(CharacterAnimationStateType animState, bool loop = false, float transition = 0) { Debug.Log(animState.ToString()); SpineAnim.AnimationTransition = 1; switch (animState) { case (CharacterAnimationStateType.Idle): transition = 0.5f; break; case (CharacterAnimationStateType.Atk1_IdleToAtk): transition = 0f; break; case (CharacterAnimationStateType.Idle_Disable_Loop): transition = 1f; break; case (CharacterAnimationStateType.Death_Prep): transition = 1f; break; case (CharacterAnimationStateType.Atk1_AtkToIdle): transition = 0.5f; break; case (CharacterAnimationStateType.Atk1_Charging): transition = 0.4f; break; default: break; } base.SetAnimation(animState, loop, transition); }
private void Update() { if (changeanim) { changeanim = false; SetAnim(NextAnim.ToString(), false, transition); } }
public override void SetAnimation(CharacterAnimationStateType animState, bool loop = false, float transition = 0) { if (animState.ToString().Contains("Dash")) { animState = CharacterAnimationStateType.Idle; loop = true; } base.SetAnimation(animState, loop, transition); }
public override void SetAnimation(CharacterAnimationStateType animState, bool loop = false, float transition = 0) { SetAnimation(animState.ToString(), loop, transition); }