void Start() { if(pathAnimatorA==null) return; pathAnimator = pathAnimatorA; }
void OnGUI() { if(pathAnimator==null) return; if(GUILayout.Button("START")){ pathAnimator.Play(); } if(GUILayout.Button("PAUSE")) pathAnimator.Pause(); if(GUILayout.Button("STOP")) pathAnimator.Stop(); if(GUILayout.Button("SWITCH")){ pathAnimator.Stop(); if(pathAnimator == pathAnimatorA) pathAnimator = pathAnimatorB; else pathAnimator = pathAnimatorA; pathAnimator.Play(); } if(GUILayout.Button("JUMP")){ pathAnimator.Stop(); pathAnimator.Seek(0.75f); pathAnimator.Play(); } if(!pathAnimator.isPlaying){ if(GUILayout.Button("REPLAY")){ if(pathAnimator.mode != CameraPathBezierAnimator.modes.reverse) pathAnimator.Seek(0); else pathAnimator.Seek(1); pathAnimator.Play(); } } GUILayout.Space(10.0f); GUILayout.Label("ANIMATION MODE"); GUILayout.Label("current:"+pathAnimator.mode); if(GUILayout.Button("FORWARD")) pathAnimator.mode = CameraPathBezierAnimator.modes.once; if(GUILayout.Button("REVERSE")) pathAnimator.mode = CameraPathBezierAnimator.modes.reverse; if(GUILayout.Button("LOOP")) pathAnimator.mode = CameraPathBezierAnimator.modes.loop; //Urgh! This is cheap way of doing things - better to keep this value stored somewhere instead of setting it every frame... CameraPathBezier bezier = pathAnimator.bezier; GUILayout.Space(10.0f); GUILayout.Label("CAMERA MODE"); GUILayout.Label("current:"+bezier.mode); if(GUILayout.Button("USER CONTROLLED")) bezier.mode = CameraPathBezier.viewmodes.usercontrolled; if(GUILayout.Button("MOUSE LOOK")) bezier.mode = CameraPathBezier.viewmodes.mouselook; if(GUILayout.Button("FOLLOW PATH")) bezier.mode = CameraPathBezier.viewmodes.followpath; if(GUILayout.Button("REVERSE FOLLOW PATH")) bezier.mode = CameraPathBezier.viewmodes.reverseFollowpath; }
void Update() { if (nextAnimation != null) { nextAnimation.Play(); nextAnimation = null; } }
void Start() { if (pathAnimatorA == null) { return; } pathAnimator = pathAnimatorA; }
public static void CreatePath() { GameObject newPath = new GameObject("New Camera Path"); CameraPathBezierAnimator animator = newPath.AddComponent <CameraPathBezierAnimator>(); newPath.AddComponent <CameraPathBezier>(); if (Camera.main) { animator.animationTarget = Camera.main.transform; } }
public void CameraMoveByPath(int pathId) { if (_playAni != null) { _playAni.Stop(); } _playAni = PathAnimator[pathId]; if (_playAni != null) { _playAni.Play(); } }
//相机移动的路径 public void CameraMoveByPath(int pathID) { if (playAni != null) { playAni.Stop(); } playAni = pathAnimator[pathID]; if (playAni != null) { playAni.Play(); } }
void LateUpdate() { if (playing) { UpdateAnimationTime(); UpdateAnimation(); } else { if (nextAnimation != null && _percentage >= 1) { nextAnimation.Play(); nextAnimation = null; } } }
void Update() { if (!isCamera) { if (playing) { UpdateAnimationTime(); UpdateAnimation(); UpdatePointReached(); } else { if (nextAnimation != null && _percentage >= 1) { nextAnimation.Play(); nextAnimation = null; } } } }
void LateUpdate() { if (isCamera) { if (playing) { UpdateAnimationTime(); UpdateAnimation(); UpdatePointReached(); usedAnimationTime += Time.deltaTime; } else { if (nextAnimation != null && _percentage >= 1) { nextAnimation.Play(); nextAnimation = null; } } } }
void OnGUI() { if (pathAnimator == null) { return; } if (GUILayout.Button("START")) { pathAnimator.Play(); } if (GUILayout.Button("PAUSE")) { pathAnimator.Pause(); } if (GUILayout.Button("STOP")) { pathAnimator.Stop(); } if (GUILayout.Button("SWITCH")) { pathAnimator.Stop(); if (pathAnimator == pathAnimatorA) { pathAnimator = pathAnimatorB; } else { pathAnimator = pathAnimatorA; } pathAnimator.Play(); } if (GUILayout.Button("JUMP")) { pathAnimator.Stop(); pathAnimator.Seek(0.75f); pathAnimator.Play(); } if (!pathAnimator.isPlaying) { if (GUILayout.Button("REPLAY")) { if (pathAnimator.mode != CameraPathBezierAnimator.modes.reverse) { pathAnimator.Seek(0); } else { pathAnimator.Seek(1); } pathAnimator.Play(); } } GUILayout.Space(10.0f); GUILayout.Label("ANIMATION MODE"); GUILayout.Label("current:" + pathAnimator.mode); if (GUILayout.Button("FORWARD")) { pathAnimator.mode = CameraPathBezierAnimator.modes.once; } if (GUILayout.Button("REVERSE")) { pathAnimator.mode = CameraPathBezierAnimator.modes.reverse; } if (GUILayout.Button("LOOP")) { pathAnimator.mode = CameraPathBezierAnimator.modes.loop; } //Urgh! This is cheap way of doing things - better to keep this value stored somewhere instead of setting it every frame... CameraPathBezier bezier = pathAnimator.bezier; GUILayout.Space(10.0f); GUILayout.Label("CAMERA MODE"); GUILayout.Label("current:" + bezier.mode); if (GUILayout.Button("USER CONTROLLED")) { bezier.mode = CameraPathBezier.viewmodes.usercontrolled; } if (GUILayout.Button("MOUSE LOOK")) { bezier.mode = CameraPathBezier.viewmodes.mouselook; } if (GUILayout.Button("FOLLOW PATH")) { bezier.mode = CameraPathBezier.viewmodes.followpath; } if (GUILayout.Button("REVERSE FOLLOW PATH")) { bezier.mode = CameraPathBezier.viewmodes.reverseFollowpath; } }
void Start() { animator = GetComponent <CameraPathBezierAnimator>(); }
void Start () { animator = GetComponent<CameraPathBezierAnimator>(); }
void LateUpdate() { if (isCamera) { if (playing) { UpdateAnimationTime(); UpdateAnimation(); UpdatePointReached(); } else { if (nextAnimation != null && _percentage >= 1) { nextAnimation.Play(); nextAnimation = null; } } } }
void OnEnable() { bezierControlPoint = (CameraPathBezierControlPoint)target; bezier = bezierControlPoint.bezier; animator = bezier.GetComponent<CameraPathBezierAnimator>(); }
void OnEnable() { animator = (CameraPathBezierAnimator)target; bezier = animator.GetComponent <CameraPathBezier>(); }
void OnEnable() { bezierControlPoint = (CameraPathBezierControlPoint)target; bezier = bezierControlPoint.bezier; animator = bezier.GetComponent <CameraPathBezierAnimator>(); }
void OnEnable() { animator = (CameraPathBezierAnimator)target; bezier = animator.GetComponent<CameraPathBezier>(); }
protected virtual void StopCameraAnim() { if (camAnim == null) return; Time.timeScale = GameMgr.timeScale; camAnim.Stop(); camAnim.gameObject.SetActive(false); ShowAllFriend(); camAnim = null; Fight.Inst.RestoreCameraParam(); if (table != null) { LuaMgr.CallMethod(table, "OnStopCameraAnim", table); } }
public virtual bool StartCameraAnim() { if (attacker.camp == CampType.Enemy) return false; // 摄像机轨迹动画 string camParam = skilldata.Camera; if (camParam.Equals("null")) return false; JsonData camJson = JsonMapper.ToObject(camParam); if (camJson.IsArray == false) return false; //Fight.Inst.RestoreCameraParam(); int camPathIdx = (int)camJson[0]; camAnim = Fight.Inst.GetCameraAnim(camPathIdx); camAnim.animationTarget = Fight.Inst.mainCam.transform; camAnim.transform.position = attacker.position; camAnim.transform.rotation = attacker.rotation; camAnim.bezier._targetPosition = attacker.position + camAnim.bezier.targetPosition; if (camAnim.nextAnimation != null) { var ca = camAnim.nextAnimation; ca.animationTarget = Fight.Inst.mainCam.transform; //ca.transform.position = attacker.position; //ca.transform.rotation = attacker.rotation; ca.bezier.targetPosition = attacker.position + ca.bezier.targetPosition; } //GameObject bip01 = Helper.FindObjectExceptInactive(attacker.gameObject, "Bip01"); //if (bip01 != null) // camAnim.bezier.target = bip01.transform; //else // camAnim.bezier.target = attacker.transform; camAnim.Play(); Fight.Inst.SetBigSkillLight(attacker); // 结束摄像机动画 float time = attacker.GetAnimLength(FireAnim); float outtime = (float)camJson[1]; if (outtime > 0.001f) { time = outtime; } if (stopCameraAnimCoroutine != null) StopCoroutine(stopCameraAnimCoroutine);// 需要停止之前 if (time > 0f) { stopCameraAnimCoroutine = DelayStopCameraAnim(time); StartCoroutine(stopCameraAnimCoroutine); } //StopEvent("StopCamAnim");// 需要停止之前 //if (time > 0f) //{ // AddEvent("StopCamAnim", time, delegate // { // Debug.LogError("stop cam anim"); // StopCameraAnim(); // }); //} //StopEvent("StopCamAnim");// 需要停止之前 return true; }
public void Start(NfSkill preskill) { Time.timeScale = GameMgr.timeScale; transform = attacker.transform; animation = attacker.mAnim; gameObject = attacker.gameObject; attacker.RestoreDir(); hit = false; enabled = true; isAddAnger = false; try { tiggerSkill = null; camAnim = null; preSkill = preskill; setHideMeshList(); OnSkillBegin(); } catch (KeyNotFoundException e) { End(); Debug.LogError("skill(" + id + ") " + e.Message); Debug.LogError(e.StackTrace); #if UNITY_EDITOR MessageBox.Show("skill error", "skill(" + id + ") " + e.Message); #endif } }