/// <summary>
        /// Update the animation/FSM state for the player.
        /// </summary>
        /// <param name="player">The player character.</param>
        /// <param name="driver">The state driver for the target state.</param>
        /// <param name="playable">The playable associated with this clip.</param>
        /// <param name="pose">Information about the player's pose.</param>
        private void UpdateState(PlayerCharacter player, StateDriver driver, Playable playable, PoseInfo pose)
        {
            if (driver == null)
            {
                return;
            }

      #if UNITY_EDITOR
            if (Application.isPlaying)
            {
      #endif

            if (!driver.IsInState(player.FSM))
            {
                driver.ForceStateChangeOn(player.FSM);
            }

      #if UNITY_EDITOR
        }

        else
        {
            // In-Editor we don't want to actually change the Finite State Machine,
            // so just play the appropriate animation.
            float totalTrackTime    = (float)playable.GetTime();
            float currentTimeInClip = totalTrackTime - pose.StartTime;

            driver.SampleClip(player.FSM, currentTimeInClip);
        }
      #endif
        }
        //-------------------------------------------------------------------------
        // Auto Node API
        //-------------------------------------------------------------------------
        public override void Handle(GraphEngine graphEngine)
        {
            if (State != null)
            {
                Type t = Type.GetType(State);

                if (t != null)
                {
                    StateDriver driver = StateDriver.For(State);
                    if (!driver.IsInState(GameManager.Player.FSM))
                    {
                        driver.ForceStateChangeOn(player.FSM);
                    }
                }
            }
        }
Exemple #3
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        /// <summary>
        /// Restore the state the player's state machine was in.
        /// </summary>
        /// <param name="player">The player character.</param>
        public void RestoreState(PlayerCharacter player)
        {
      #if UNITY_EDITOR
            if (Application.isPlaying)
            {
      #endif

            if (driver != null && !driver.IsInState(player.FSM))
            {
                driver.ForceStateChangeOn(player.FSM);
            }

            player.SetFacing(facing);
            player.gameObject.SetActive(active);
            player.Sprite.sprite = sprite;

      #if UNITY_EDITOR
        }
      #endif
        }