Esempio n. 1
0
    string Instype;                                       //socket message type

    // Start is called before the first frame update
    void Start()
    {
        salsa            = (Salsa)GameObject.Find("biaoqing12").GetComponent <Salsa>();
        animator         = salsa.GetComponent <Animator>();
        instructionQueue = new Queue();
        UserGameRecords  = new Queue();
        VHgameQueue      = new Queue();
        VHGameRecords    = new Queue();

        //start socket connection
        startClient();

        animator.speed = 2F;
    }
Esempio n. 2
0
    //load the audioClip to be displayed by the salsa lip-sync plugin
    void setAudioClip(string audioFile)
    {
        var audSrc    = salsa.GetComponent <AudioSource>();
        var audioClip = Resources.Load <AudioClip>(audioFile);

        if (audioClip == null)
        {
            Debug.Log("failed to load.");
        }
        else
        {
            audSrc.clip        = audioClip;
            audSrc.playOnAwake = true;
            audSrc.loop        = false;
            salsa.audioSrc     = audSrc;
            salsa.audioSrc.Play();
        }
    }
Esempio n. 3
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        salsa    = (Salsa)GameObject.Find("biaoqing12").GetComponent <Salsa>(); //access the VH model
        animator = salsa.GetComponent <Animator>();                             //access the animator
        animator.SetBool("goodbye", false);                                     //set the animation state flag to false after animation finishes
    }