void Awake() { m_myRigid = GetComponent<Rigidbody>(); m_anim = GetComponent<Animator>(); m_shipStates = GetComponent<StateManager>(); m_passTray = GetComponentInChildren<PassengerTray>(); }
// Use this for initialization void Start() { animator = GetComponent<Animator>(); blur = GetComponent<Blur>(); int min = 0; int max = 5; float time = 0.1f; pause.OnPauseEnterAsObservable() .Subscribe(_ => iTween.ValueTo(gameObject, iTween.Hash( "from", min, "to", max, "time", time, "onupdate", "OnUpdateOnPauseTransition", "onstart", "OnStartOnPauseEnter"))); // .Subscribe(_ => animator.SetBool("isPausing", true)); pause.OnPauseExitAsObservable() .Subscribe(_ => iTween.ValueTo(gameObject, iTween.Hash( "from", max, "to", min, "time", time, "onupdate", "OnUpdateOnPauseTransition", "oncomplete", "OnCompleteOnPauseExit"))); // .Subscribe(_ => animator.SetBool("isPausing", false)); }
public void Init() { _myEnity = new Enity(); _myEnity.AddProperty("name", "hero"); _myEnity.Go = LoadModel(); _animator = _myEnity.Go.GetComponentInChildren<Animator>(); _myEnity.AddComponent("display", new DisplayComponent()); _myEnity.AddComponent("actionComponent", new ActionComponent()); _myEnity.AddComponent("transformComponent", new TransformComponent()); _myEnity.AddComponent("titleComponent", new TitleComponent()); //_myEnity.AddComponent("mouseInteractiveComponent", new MouseInteractiveComponent()); _myEnity.AddComponent("lifeBarComponent", new LifeBarComponent()); /*PatrolComponent patrolComponent = new PatrolComponent(); _myEnity.AddComponent("patrolComponent", patrolComponent);*/ EnityData _enityData = new EnityData(); _myEnity.AddProperty("enityData", _enityData); _myEnity.Transform.gameObject.AddComponent<EnityBind>().Owner = _myEnity; //GameInput.Instance.OnUpdate += patrolComponent.Update; //test LifeBarComponent life = _myEnity.AddComponent<LifeBarComponent>(); life.key = "test add"; GetCamera(); }
private static GameObject CalculatePreviewGameObject(UnityEngine.Animator selectedAnimator, Motion motion, ModelImporterAnimationType animationType) { AnimationClip firstAnimationClipFromMotion = GetFirstAnimationClipFromMotion(motion); GameObject preview = AvatarPreviewSelection.GetPreview(animationType); if (IsValidPreviewGameObject(preview, ModelImporterAnimationType.None)) { return(preview); } if ((selectedAnimator != null) && IsValidPreviewGameObject(selectedAnimator.gameObject, animationType)) { return(selectedAnimator.gameObject); } preview = FindBestFittingRenderableGameObjectFromModelAsset(firstAnimationClipFromMotion, animationType); if (preview != null) { return(preview); } if (animationType == ModelImporterAnimationType.Human) { return(GetHumanoidFallback()); } if (animationType == ModelImporterAnimationType.Generic) { return(GetGenericAnimationFallback()); } return(null); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Animator animator = (UnityEngine.Animator)value; writer.WriteProperty("rootPosition", animator.rootPosition); writer.WriteProperty("rootRotation", animator.rootRotation); writer.WriteProperty("applyRootMotion", animator.applyRootMotion); writer.WriteProperty("linearVelocityBlending", animator.linearVelocityBlending); writer.WriteProperty("updateMode", animator.updateMode); writer.WriteProperty("bodyPosition", animator.bodyPosition); writer.WriteProperty("bodyRotation", animator.bodyRotation); writer.WriteProperty("stabilizeFeet", animator.stabilizeFeet); writer.WriteProperty("feetPivotActive", animator.feetPivotActive); writer.WriteProperty("speed", animator.speed); writer.WriteProperty("cullingMode", animator.cullingMode); writer.WriteProperty("playbackTime", animator.playbackTime); writer.WriteProperty("recorderStartTime", animator.recorderStartTime); writer.WriteProperty("recorderStopTime", animator.recorderStopTime); writer.WriteProperty("runtimeAnimatorController", animator.runtimeAnimatorController); writer.WriteProperty("avatar", animator.avatar); writer.WriteProperty("layersAffectMassCenter", animator.layersAffectMassCenter); writer.WriteProperty("logWarnings", animator.logWarnings); writer.WriteProperty("fireEvents", animator.fireEvents); writer.WriteProperty("enabled", animator.enabled); writer.WriteProperty("tag", animator.tag); writer.WriteProperty("name", animator.name); writer.WriteProperty("hideFlags", animator.hideFlags); }
public override void OnEnter() { animator = ownerDefault.GetComponent <UnityEngine.Animator> (); animator.SetInteger(hash, Mathf.RoundToInt(owner.GetValue(value))); Finish(); }
public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _animator = go.GetComponent<Animator>(); if (_animator==null) { Finish(); return; } _animatorProxy = go.GetComponent<PlayMakerAnimatorMoveProxy>(); if (_animatorProxy!=null) { _animatorProxy.OnAnimatorMoveEvent += OnAnimatorMoveEvent; } DoCheckPivot(); if (!everyFrame) { Finish(); } }
public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _animator = go.GetComponent<Animator>(); if (_animator==null) { Finish(); return; } GameObject _goal = goal.Value; if (_goal!=null) { _transform = _goal.transform; } DoGetIKGoal(); if (!everyFrame) { Finish(); } }
// Use this for initialization void Start() { var observableUpdate = GetComponent<ObservableUpdateTrigger>(); var observableFixedUpdate = GetComponent<ObservableFixedUpdateTrigger>(); if (observableUpdate == null) { observableUpdate = gameObject.AddComponent<ObservableUpdateTrigger>(); } if (observableFixedUpdate == null) { observableFixedUpdate = gameObject.AddComponent<ObservableFixedUpdateTrigger>(); } animator = GetComponentInChildren<Animator>(); pause.OnPauseEnterAsObservable() .Subscribe(_ => { observableUpdate.enabled = false; observableFixedUpdate.enabled = false; animator.enabled = false; }); pause.OnPauseExitAsObservable() .Subscribe(_ => { observableUpdate.enabled = true; observableFixedUpdate.enabled = true; animator.enabled = true; }); }
private Color EXIT = new Color(1f, 0.5f, 0f); // Couleur par défaut void Start() { if (transform.childCount > 0) myAnimator = transform.GetChild(0).GetComponent<Animator>(); findMaterial(name); ChangeColor(EXIT); }
public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _animator = go.GetComponent<Animator>(); if (_animator!=null) { int _layer = layer.IsNone?-1:layer.Value; float _normalizedTime = normalizedTime.IsNone?Mathf.NegativeInfinity:normalizedTime.Value; _animator.CrossFade(stateName.Value,transitionDuration.Value,_layer,_normalizedTime); } Finish(); }
public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _animator = go.GetComponent<Animator>(); if (_animator==null) { Finish(); return; } DoLayerWeight(); if (!everyFrame) { Finish(); } }
public override void OnStart() { GetComponent<Animator> ().Play ("hurt"); animator = GetComponent<Animator> (); tree = GetComponent<BehaviorTree> (); hurted = (SharedBool)tree.GetVariable ("hurted"); }
//=================================================== // UNITY METHODS //=================================================== /// <summary> /// Awake. /// </summary> void Awake() { health = GetComponent<Health>(); hitFlash = GetComponent<HitFlash>(); startingHealth = health.HealthValue; a = footman.GetComponent<Animator>(); }
public override void OnEnter() { GameObject ownerDefaultTarget = base.Fsm.GetOwnerDefaultTarget(this.gameObject); if (ownerDefaultTarget == null) { base.Finish(); return; } this._animator = ownerDefaultTarget.GetComponent<Animator>(); if (this._animator == null) { base.Finish(); return; } this._animatorProxy = ownerDefaultTarget.GetComponent<PlayMakerAnimatorIKProxy>(); if (this._animatorProxy != null) { this._animatorProxy.OnAnimatorIKEvent += new Action<int>(this.OnAnimatorIKEvent); } else { Debug.LogWarning("This action requires a PlayMakerAnimatorIKProxy. It may not perform properly if not present."); } GameObject value = this.goal.Value; if (value != null) { this._transform = value.transform; } this.DoSetIKGoal(); if (!this.everyFrame) { base.Finish(); } }
// Code that runs on entering the state. public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _agent = go.GetComponent<NavMeshAgent>(); _animator = go.GetComponent<Animator>(); if (_animator==null) { Finish(); return; } _trans = go.transform; _animatorProxy = go.GetComponent<PlayMakerAnimatorMoveProxy>(); if (_animatorProxy!=null) { _animatorProxy.OnAnimatorMoveEvent += OnAnimatorMoveEvent; } }
public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _animator = go.GetComponent<Animator>(); if (_animator==null) { Finish(); return; } // get hash from the param for efficiency: _paramID = Animator.StringToHash(parameter.Value); GetParameter(); if (!everyFrame) { Finish(); } }
public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _animator = go.GetComponent<Animator>(); if (_animator==null) { Finish(); return; } GameObject targetGo = transform.Value; if (targetGo==null) { Finish(); return; } _transform = targetGo.transform; DoCheckIsControlled(); Finish(); }
// スクリューキックが終わると重力をデフォルトにもどす public override void OnStateExitFromScrewKick(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("Exit Screw Kick"); PlayerMotor motor = GetComponent<PlayerMotor>(); motor.movement.EnableGravity = true; base.OnStateExitFromScrewKick(animator, stateInfo, layerIndex); }
public HeroState(FSM fsm) : base(fsm) { Hero = (HeroMotion)fsm; animator = gameObject.GetComponent<Animator>(); InputManager = gameObject.GetComponent<InputManager>(); }
void Awake(){ if(type==_AniType.None) return; unitCreep=gameObject.GetComponent<UnitCreep>(); if(type==_AniType.Legacy){ aniInstance=aniRootObj.GetComponent<Animation>(); if(aniInstance!=null){ InitAnimation(); unitCreep.SetAnimationComponent(this); } } if(type==_AniType.Mecanim){ if(anim==null) anim=aniRootObj.GetComponent<Animator>(); if(anim!=null) unitCreep.SetAnimationComponent(this); AnimatorOverrideController overrideController = new AnimatorOverrideController(); overrideController.runtimeAnimatorController = anim.runtimeAnimatorController; //overrideController["Assigned Animation Clip Name In The Controller"] = New Clip To Be Assigned; //overrideController["DummySpawn"] = clipSpawn!=null ? clipSpawn : null; overrideController["DummyMove"] = clipMove!=null ? clipMove : null; overrideController["DummyDestination"] = clipDestination!=null ? clipDestination : null; overrideController["DummyDestroyed"] = clipDead!=null ? clipDead : null; //if no spawn animation has been assigned, use move animation instead otherwise there will be an delay, bug maybe? AnimationClip spawn = clipSpawn!=null ? clipSpawn : clipMove; overrideController["DummySpawn"] = spawn!=null ? spawn : null; anim.runtimeAnimatorController = overrideController; } }
public void OnToggleValueChange(bool value) { if (!this.UseToggle || this.TargetToggle == null) { return; } this.active = this.TargetToggle.isOn; if (this.TransitionMode == UITransitionMode.Animation) { UnityEngine.Animator animator = this.GetAnimator(); if (this.TargetGameObject == null || animator == null || !animator.isActiveAndEnabled || animator.runtimeAnimatorController == null || string.IsNullOrEmpty(this.ActiveBool)) { return; } animator.SetBool(this.ActiveBool, this.active); } this.DoStateTransition(this.active ? UITransitionVisualState.Active : this.selected ? UITransitionVisualState.Selected : this.highlighted ? UITransitionVisualState.Highlighted : UITransitionVisualState.Normal, false); }
public void Start() { animator = GetComponent<Animator>(); highscore = ProgressManager.GetProgress().highscores.Find(x => x.levelId == id); if (highscore != null && highscore.starCount > 0) { starScore = highscore.starCount; } else { starScore = 0; } Main.onSceneChange.AddListener(SceneChanged); Highscore.onStarChange.AddListener(HighscoreStarChanged); UpdateUILevel(); if (createdByLevelswitch) animator.SetTrigger("levelswitch"); else animator.SetTrigger("fadein"); }
protected override void Init() { animator = GetComponent<Animator>(); AddUpdater(enabledName, UpdateEnabled); AddUpdater(animatorName, UpdateAnimator); AddUpdater(playStateName, UpdatePlayState); }
private void Start() { _rigidbody = GetComponent<Rigidbody>(); _animator = GetComponent<Animator>(); // Automatically rotate player to initial direction if (_facingRight) { transform.rotation = _rightRotation; _rotationAmount = +1.0f; } else { transform.rotation = _leftRotation; _rotationAmount = -1.0f; } var virtualJoystickGameObject = GameObject.Find("Virtual Joystick"); if (virtualJoystickGameObject != null) { virtualJoystick = virtualJoystickGameObject.GetComponent<HatGuyJoystick>(); virtualButton = virtualJoystickGameObject.GetComponent<HatGuyTouchButton>(); } #if !(UNITY_IPHONE || UNITY_ANDROID) // Virtual joystick not needed for non-touch devices! if (virtualJoystick != null) Destroy(virtualJoystick.gameObject); #endif }
private void Awake() { // Setting up references. groundCheck = transform.Find("GroundCheck"); ceilingCheck = transform.Find("CeilingCheck"); anim = GetComponent<Animator>(); }
void Awake() { _Animator = GetComponent<Animator>(); _BoxCollider = GetComponent<BoxCollider2D>(); _Rigidbody = GetComponent<Rigidbody2D>(); _AudioSource = GetComponent<AudioSource>(); }
void Start() { anim = gameObject.GetComponent<Animator>(); Animations = anim.runtimeAnimatorController.animationClips; Animations = Animations.Where((animation) => animation.name.Contains("@sd_")).OrderBy((animation) => animation.name).ToArray(); }
public override void OnEnter() { // get the animator component var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go==null) { Finish(); return; } _animator = go.GetComponent<Animator>(); if (_animator==null) { Finish(); return; } _locomotion = new Locomotion(_animator); SetLocomotion(); if (!everyFrame) { Finish(); } }
public sealed override void OnStateExit(UnityEngine.Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller) { m_LastFrameHappened = false; OnSLStateExit(animator, stateInfo, layerIndex); OnSLStateExit(animator, stateInfo, layerIndex, controller); }
public override void OnEnter() { GameObject ownerDefaultTarget = base.Fsm.GetOwnerDefaultTarget(this.gameObject); if (ownerDefaultTarget == null) { base.Finish(); return; } this._animator = ownerDefaultTarget.GetComponent<Animator>(); if (this._animator == null) { base.Finish(); return; } this._animatorProxy = ownerDefaultTarget.GetComponent<PlayMakerAnimatorMoveProxy>(); if (this._animatorProxy != null) { this._animatorProxy.OnAnimatorMoveEvent += new Action(this.OnAnimatorMoveEvent); } this.GetLayerWeight(); if (!this.everyFrame) { base.Finish(); } }
public void Start() { // Get the values of the parameters: layerIndex = GetParameterAsInt(0, 1); weight = GetParameterAsFloat(1, 1); subject = GetSubject(2); duration = GetParameterAsFloat(3, 0); if (DialogueDebug.LogInfo) Debug.Log(string.Format("{0}: Sequencer: AnimatorLayer({1}, {2}, {3}, {4})", new System.Object[] { DialogueDebug.Prefix, layerIndex, weight, subject, duration })); // Check the parameters: if (subject == null) { if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: AnimatorLayer(): subject '{1}' wasn't found.", new System.Object[] { DialogueDebug.Prefix, GetParameter(2) })); Stop(); } else { animator = subject.GetComponentInChildren<Animator>(); if (animator == null) { if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: AnimatorLayer(): no Animator found on '{1}'.", new System.Object[] { DialogueDebug.Prefix, subject.name })); Stop(); } else if ((layerIndex < 1) || (layerIndex >= animator.layerCount)) { if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: AnimatorLayer(): layer index {1} is invalid.", new System.Object[] { DialogueDebug.Prefix, layerIndex })); Stop(); } else if (duration < SmoothMoveCutoff) { Stop(); } else { // Set up the lerp: startTime = DialogueTime.time; endTime = startTime + duration; originalWeight = animator.GetLayerWeight(layerIndex); } } }
private bool m_FacingRight = true; // For determining which way the player is currently facing. private void Awake() { // Setting up references. m_GroundCheck = transform.Find("GroundCheck"); m_Anim = GetComponent<Animator>(); m_Rigidbody2D = GetComponent<Rigidbody2D>(); }
private void Awake() { _transform = transform; _animator = GetComponent<Animator>(); _gameObject = gameObject; _chromeObjectTransform = _transform.FindChild("Not Enough Gems Chrome").transform; }
// Use this for initialization void Start() { animator = GetComponent<Animator>(); GetNickname (); camera = FindObjectOfType<CameraControllerMainMenu>(); }
// Use this for initialization void Start() { nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); sound = GetComponent <UnityEngine.AudioSource>(); anim = GetComponent <UnityEngine.Animator>(); nav.speed = 1.2f; anim.speed = 1.2f; }
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { _gameManager = GameManager.Instance; _gameManager.currentState.SetText("Minigame"); _gameManager.GetPlayerInput().actions.FindAction("Use").performed += OnUse; _timerEnd = _gameManager.GetTimerMinigameEnd(); }
public override void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { //_enity.SetProperty("actinStateExit", stateInfo); if (_isLock == true) { IsLock = false; } }
public static bool AnimeParamFindSet( UnityEngine.Animator animator, string name, object value, AnimatorControllerParameter[] animParams) { return(((IEnumerable <AnimatorControllerParameter>)animParams).FirstOrDefault <AnimatorControllerParameter>((Func <AnimatorControllerParameter, bool>)(p => p.get_name() == name)).SafeProc <AnimatorControllerParameter>((Action <AnimatorControllerParameter>)(param => Utils.Animator.AnimeParamSet(animator, name, value, param.get_type())))); }
// Start is called before the first frame update void Start() { coinCount = 0; spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <UnityEngine.Animator>(); rb = GetComponent <Rigidbody>(); jump = new Vector3(0.0f, 2.0f, 0.0f); }
static public void FastSetter(this UnityEngine.Animator o, string propertyName, UnityEngine.AnimatorCullingMode value) { switch (propertyName) { case "cullingMode": o.cullingMode = value; return; } LBoot.LogUtil.Error("UnityEngine.Animator no Setter Found : " + propertyName); }
public static IReadOnlyList <AnimatorState> GetStates(UnityEngine.Animator animator) { StatesDict.TryGetValue(animator, out List <AnimatorState> states); if (states == null) { states = EmptyList; } return(states); }
public override void OnEnter() { base.OnEnter(); var go = Fsm.GetOwnerDefaultTarget(gameObject); _animator = go.GetComponent <Animator>(); _cc = go.GetComponent <PlayerCtr>(); startTime = Time.time; }
static public void FastSetter(this UnityEngine.Animator o, string propertyName, UnityEngine.RuntimeAnimatorController value) { switch (propertyName) { case "runtimeAnimatorController": o.runtimeAnimatorController = value; return; } LBoot.LogUtil.Error("UnityEngine.Animator no Setter Found : " + propertyName); }
static public void FastSetter(this UnityEngine.Animator o, string propertyName, UnityEngine.Avatar value) { switch (propertyName) { case "avatar": o.avatar = value; return; } LBoot.LogUtil.Error("UnityEngine.Animator no Setter Found : " + propertyName); }
public static void Initialise(UnityEngine.Animator animator, TMonoBehaviour monoBehaviour) { SceneLinkedSMB <TMonoBehaviour>[] sceneLinkedSMBs = animator.GetBehaviours <SceneLinkedSMB <TMonoBehaviour> >(); for (int i = 0; i < sceneLinkedSMBs.Length; i++) { sceneLinkedSMBs[i].InternalInitialise(animator, monoBehaviour); } }
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { controller = animator.gameObject.GetComponent <PlayerController>(); //controller.OnTrigger2DStay += OnPlayerTrigger2DEnter; ani = animator; animator.SetBool("Idle", true); }
public void SetAnimator(UE.Animator animator) { Animators.Clear(); if (animator) { Animators.Add(animator); } }
public static bool AnimeParamSet( UnityEngine.Animator animator, string name, object value, AnimatorControllerParameterType type) { switch (type - 1) { case 0: animator.SetFloat(name, (float)value); break; case 2: animator.SetInteger(name, (int)value); break; case 3: animator.SetBool(name, (bool)value); break; default: if (type != 9) { return(false); } switch (value) { case null: animator.ResetTrigger(name); break; case bool flag: if (flag) { animator.SetTrigger(name); break; } animator.ResetTrigger(name); break; case int num: if (num != 0) { animator.SetTrigger(name); break; } animator.ResetTrigger(name); break; default: animator.SetTrigger(name); break; } break; } return(true); }
void Start() { sound = GetComponent <GinoSoundControl>(); animator = GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player"); ginoController = player.GetComponent <CharacterControl>(); playerRBody = player.GetComponent <Rigidbody>(); cameraTransform = GameObject.FindGameObjectWithTag("MainCamera").transform; }
public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { timer += Time.deltaTime; //if (timer > controller.AttackCoolDown) //{ // animator.SetBool("Idle", true); //} }
public void Set(GameObject _gameObject) { var anim = _gameObject.GetComponent <UnityEngine.Animator> (); if (anim != null) { animator = anim; } }
protected override void ClearUIComponents() { Meteors = null; ConnectingContent = null; BtnCheckWiFi = null; ConnectIngImage = null; TextConnect = null; BtnBack = null; mData = null; }
public override void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("on state exit"); _enity.SetProperty("onStateExit", stateInfo); _listNode.Clear(); if (_isLock == true) { IsLock = false; } }
//------------------------------------------------------------------------- public static bool ReadUnity43SpriteAnimatorParams(GameObject gameObject, UnityEngine.Animator unity43Animator, ref Sprite[] spriteFramesArray, ref string[] spriteIDStrings, ref int numFrames) { #if UNITY_5_AND_LATER UnityEditor.Animations.AnimatorController controller = (UnityEditor.Animations.AnimatorController)unity43Animator.runtimeAnimatorController; #else UnityEditorInternal.AnimatorController controller = (UnityEditorInternal.AnimatorController)unity43Animator.runtimeAnimatorController; #endif if (!controller) { numFrames = 1; return(false); } // Note: we have to maintain the order to keep the spriteRef and spriteID indices linked. // Thus we don't use a HashSet for duplicate prevention but a list.Contains() call. List <string> spriteIDs = new List <string>(); List <UnityEngine.Sprite> spriteFrames = new List <Sprite>(); AnimationClip[] clips = AnimationUtility.GetAnimationClips(gameObject); for (int index = 0; index < clips.Length; ++index) { AnimationClip clip = clips[index]; EditorCurveBinding[] bindings = AnimationUtility.GetObjectReferenceCurveBindings(clip); if (bindings != null) { for (int bindingIndex = 0; bindingIndex < bindings.Length; ++bindingIndex) { EditorCurveBinding binding = bindings[bindingIndex]; if (binding.isPPtrCurve) { ObjectReferenceKeyframe[] references = AnimationUtility.GetObjectReferenceCurve(clip, binding); for (int refIndex = 0; refIndex < references.Length; ++refIndex) { ObjectReferenceKeyframe reference = references[refIndex]; UnityEngine.Sprite spriteRef = (UnityEngine.Sprite)reference.value; if (spriteRef != null) { string spriteID = spriteRef.name; if (!spriteIDs.Contains(spriteID)) { spriteFrames.Add(spriteRef); spriteIDs.Add(spriteID); } } } } } } } spriteFramesArray = spriteFrames.ToArray(); spriteIDStrings = spriteIDs.ToArray(); numFrames = spriteIDStrings.Length; return(true); }
void OnEnable() { _animator = GetComponentInChildren <UE.Animator>(); if (_animator) { _graph = PlayableGraph.Create(); _graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime); _output = AnimationPlayableOutput.Create(_graph, "Animation", _animator); } }
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { //DataEventSource.Instance.DispatcherEvent("onStateEnter", stateInfo); _enity = animator.transform.GetComponentInParent <EnityBind>().Owner; _enityData = _enity.GetProperty("enityData") as EnityData; _isEnd = false; _isLock = AnimatorManager.Instance.IsLock(stateInfo.shortNameHash); if (_isLock) { IsLock = _isLock; } }
static public void FastSetter(this UnityEngine.Animator o, string propertyName, UnityEngine.Quaternion value) { switch (propertyName) { case "rootRotation": o.rootRotation = value; return; case "bodyRotation": o.bodyRotation = value; return; } LBoot.LogUtil.Error("UnityEngine.Animator no Setter Found : " + propertyName); }
public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(gameObject); _animator = go.GetComponent <Animator>(); eventIndex.Value = -1; for (int i = 0; i < events.Length; i++) { AttackMenu.Instance.flagCallback[i] -= OnButtonClick; AttackMenu.Instance.flagCallback[i] += OnButtonClick; } Debug.Log("Enter"); }
public void Initialize(UnityEngine.Animator animator, SkeletonDataAsset skeletonDataAsset) { this.animator = animator; this.previousAnimations.Clear(); this.animationTable.Clear(); foreach (Spine.Animation animation in skeletonDataAsset.GetSkeletonData(true).Animations) { this.animationTable.Add(animation.Name.GetHashCode(), animation); } this.clipNameHashCodeTable.Clear(); this.clipInfoCache.Clear(); this.nextClipInfoCache.Clear(); }