/// <summary> /// Override this to send parameters to the character's animator. This is called once per cycle, by the Character /// class, after Early, normal and Late process(). /// </summary> public override void UpdateAnimator() { if (CurrentWeapon == null) { return; } MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.IdleAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponIdle), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.StartAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponStart), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.DelayBeforeUseAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.UseAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse || CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse || CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.SingleUseAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.DelayBetweenUsesAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.StopAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponStop), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.ReloadStartAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStart), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.ReloadAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponReload), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.ReloadStopAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStop), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.EquippedAnimationParameter, true, _character._animatorParameters); if (_aimableWeapon != null) { MMAnimator.UpdateAnimatorFloat(_animator, CurrentWeapon.WeaponAngleAnimationParameter, _aimableWeapon.CurrentAngle, _character._animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, CurrentWeapon.WeaponAngleRelativeAnimationParameter, _aimableWeapon.CurrentAngleRelative, _character._animatorParameters); } else { MMAnimator.UpdateAnimatorFloat(_animator, CurrentWeapon.WeaponAngleAnimationParameter, 0f, _character._animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, CurrentWeapon.WeaponAngleRelativeAnimationParameter, 0f, _character._animatorParameters); } }
protected virtual void UpdateAnimators() { if (_animator != null) { MMAnimator.UpdateAnimatorFloat(_animator, "Speed", _currentSpeed, _animatorParameters); } }
/// <summary> /// Updates the animator's parameters /// </summary> protected virtual void UpdateAnimator() { if (_animator != null) { MMAnimator.UpdateAnimatorFloat(_animator, "Speed", _rigidBody2D.velocity.magnitude); MMAnimator.UpdateAnimatorInteger(_animator, "Armor", _currentArmor); } }
public override void UpdateAnimator() { if (GetComponent <InputManager>() != null) { MMAnimator.UpdateAnimatorFloat(_animator, "Speed", Mathf.Abs(_normalizedHorizontalSpeed), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "Walking", (_movement.CurrentState == CharacterStates.MovementStates.Walking), _character._animatorParameters); } }
/// <summary> /// Override this to send parameters to the character's animator. This is called once per cycle, by the Character /// class, after Early, normal and Late process(). /// </summary> public virtual void UpdateAnimator() { for (int i = 0; i < Animators.Count; i++) { MMAnimator.UpdateAnimatorBool(Animators[i], IdleAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponIdle), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], StartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStart), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], DelayBeforeUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], UseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], SingleUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], DelayBetweenUsesAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], StopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStop), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], ReloadStartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStart), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], ReloadAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReload), _animatorParameters[i]); MMAnimator.UpdateAnimatorBool(Animators[i], ReloadStopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStop), _animatorParameters[i]); if (_aimableWeapon != null) { MMAnimator.UpdateAnimatorFloat(Animators[i], WeaponAngleAnimationParameter, _aimableWeapon.CurrentAngle, _animatorParameters[i]); MMAnimator.UpdateAnimatorFloat(Animators[i], WeaponAngleRelativeAnimationParameter, _aimableWeapon.CurrentAngleRelative, _animatorParameters[i]); } else { MMAnimator.UpdateAnimatorFloat(Animators[i], WeaponAngleAnimationParameter, 0f, _animatorParameters[i]); MMAnimator.UpdateAnimatorFloat(Animators[i], WeaponAngleRelativeAnimationParameter, 0f, _animatorParameters[i]); } } if (_ownerAnimator != null) { MMAnimator.UpdateAnimatorBool(_ownerAnimator, IdleAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponIdle), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, StartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStart), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, DelayBeforeUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, UseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, SingleUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, DelayBetweenUsesAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, StopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStop), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, ReloadStartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStart), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, ReloadAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReload), _ownerAnimatorParameters); MMAnimator.UpdateAnimatorBool(_ownerAnimator, ReloadStopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStop), _ownerAnimatorParameters); if (_aimableWeapon != null) { MMAnimator.UpdateAnimatorFloat(_ownerAnimator, WeaponAngleAnimationParameter, _aimableWeapon.CurrentAngle, _ownerAnimatorParameters); MMAnimator.UpdateAnimatorFloat(_ownerAnimator, WeaponAngleRelativeAnimationParameter, _aimableWeapon.CurrentAngleRelative, _ownerAnimatorParameters); } else { MMAnimator.UpdateAnimatorFloat(_ownerAnimator, WeaponAngleAnimationParameter, 0f, _ownerAnimatorParameters); MMAnimator.UpdateAnimatorFloat(_ownerAnimator, WeaponAngleRelativeAnimationParameter, 0f, _ownerAnimatorParameters); } } }
/// <summary> /// This is called at Update() and sets each of the animators parameters to their corresponding State values /// </summary> protected virtual void UpdateAnimators() { if (_animator != null) { MMAnimator.UpdateAnimatorBool(_animator, "Grounded", true, _animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, "ForwardSpeed", _currentSpeed, _animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, "RotationSpeed", _currentRotationSpeed, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "Goal", Goal, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "GoalInProgress", GoalInProgress, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "RobotDance", RobotDance, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "Dead", Dead, _animatorParameters); } }
/// <summary> /// Animates the character if it has an animator set /// Also flips the character if needed /// </summary> public virtual void AnimateCharacter() { if (_destination == null) { return; } if (_destination.transform.position.x - _offset.x < transform.position.x) { if (CharacterIsFacingRight) { Flip(); } } if (_destination.transform.position.x - _offset.x > transform.position.x) { if (!CharacterIsFacingRight) { Flip(); } } // if we have an animator we'll want to let it know if our character is moving or not if (_animator != null) { // if we've moved since last frame, we haven't reached our destination yet, so we set our current speed at 1 if (_positionLastFrame != transform.position) { _currentSpeed = 1f; } else { // if we haven't moved last frame, we're static _currentSpeed = 0f; } // we pass that parameter to our animator MMAnimator.UpdateAnimatorFloat(_animator, "Speed", _currentSpeed); } _positionLastFrame = transform.position; }
/// <summary> /// This is called at Update() and sets each of the animators parameters to their corresponding State values /// </summary> protected virtual void UpdateAnimators() { if ((UseDefaultMecanim) && (_animator != null)) { MMAnimator.UpdateAnimatorBool(_animator, "Grounded", _controller.State.IsGrounded, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "Alive", (ConditionState.CurrentState != CharacterStates.CharacterConditions.Dead), _animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, "xSpeed", _controller.Speed.x, _animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, "ySpeed", _controller.Speed.y, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "CollidingLeft", _controller.State.IsCollidingLeft, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "CollidingRight", _controller.State.IsCollidingRight, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "CollidingBelow", _controller.State.IsCollidingBelow, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "CollidingAbove", _controller.State.IsCollidingAbove, _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "Idle", (MovementState.CurrentState == CharacterStates.MovementStates.Idle), _animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "FacingRight", IsFacingRight, _animatorParameters); foreach (CharacterAbility ability in _characterAbilities) { if (ability.enabled && ability.AbilityInitialized) { ability.UpdateAnimator(); } } } }
/// <summary> /// At the end of each cycle, we send our character's animator the current following status /// </summary> public override void UpdateAnimator() { MMAnimator.UpdateAnimatorBool(_animator, "FollowingPath", (_movement.CurrentState == CharacterStates.MovementStates.FollowingPath), _character._animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, "FollowingPathSpeed", Mathf.Abs(_mmPathMovement.CurrentSpeed.magnitude), _character._animatorParameters); }
/// <summary> /// At the end of each cycle, we send our character's animator the current flying status /// </summary> public override void UpdateAnimator() { MMAnimator.UpdateAnimatorBool(_animator, "Flying", (_movement.CurrentState == CharacterStates.MovementStates.Flying), _character._animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, "FlySpeed", Mathf.Abs(_controller.Speed.magnitude), _character._animatorParameters); }
/// <summary> /// At the end of each cycle, we update our animator with our various states /// </summary> public override void UpdateAnimator() { MMAnimator.UpdateAnimatorBool(_animator, "LadderClimbing", (_movement.CurrentState == CharacterStates.MovementStates.LadderClimbing), _character._animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, "LadderClimbingSpeedX", CurrentLadderClimbingSpeed.x, _character._animatorParameters); MMAnimator.UpdateAnimatorFloat(_animator, "LadderClimbingSpeedY", CurrentLadderClimbingSpeed.y, _character._animatorParameters); }
/// <summary> /// Sends the current speed and the current value of the Walking state to the animator /// </summary> public override void UpdateAnimator() { MMAnimator.UpdateAnimatorFloat(_animator, "Speed", Mathf.Abs(_normalizedHorizontalSpeed), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "Walking", (_movement.CurrentState == CharacterStates.MovementStates.Walking), _character._animatorParameters); MMAnimator.UpdateAnimatorBool(_animator, "AimLocked", (_inputManager.AimLockButton.State.CurrentState == MMInput.ButtonStates.ButtonPressed), _character._animatorParameters); }