ClearTrail() public method

public ClearTrail ( ) : void
return void
Esempio n. 1
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    public void heroIdle()

    {
        //清除拖尾

        myTrail.ClearTrail();
    }
Esempio n. 2
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    void LateUpdate()
    {
        t = Mathf.Clamp(Time.deltaTime, 0, 0.066f);

        if (t > 0)
        {
            while (tempT < t)
            {
                tempT += animationIncrement;

                if (myTrail.time > 0)
                {
                    myTrail.Itterate(Time.time - t + tempT);
                }
                else
                {
                    myTrail.ClearTrail();
                }
            }

            tempT -= t;

            if (myTrail.time > 0)
            {
                myTrail.UpdateTrail(Time.time, t);
            }
        }
    }
Esempio n. 3
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    public void Update()
    {
        if (weaponTrail == null)
        {
            return;
        }

        t = Mathf.Clamp(Time.deltaTime, 0, 0.066f);

        if (t > 0)
        {
            while (tempT < t)
            {
                tempT += animationIncrement;

                if (weaponTrail.time > 0)
                {
                    weaponTrail.Itterate(Time.time - t + tempT);
                }
                else
                {
                    weaponTrail.ClearTrail();
                }
            }

            tempT -= t;

            if (weaponTrail.time > 0)
            {
                weaponTrail.UpdateTrail(Time.time, t);
            }
        }
    }
    void LateUpdate()
    {
        if (characterAnim.doBaseSkill1)
        {
            currentWeaponTrail = baseSkill_Trail1;
        }
        else if (characterAnim.doBaseSkill2)
        {
            currentWeaponTrail = baseSkill_Trail2;
        }
        else if (characterAnim.doSkill1)
        {
            currentWeaponTrail = Skill_Trail1;
        }
        else if (characterAnim.doSkill2)
        {
            currentWeaponTrail = Skill_Trail2;
        }
        else if (characterAnim.doSkill3)
        {
            currentWeaponTrail = Skill_Trail3;
        }

        t = Mathf.Clamp(Time.deltaTime, 0, 0.066f);

        if (t > 0)
        {
            while (tempT < t)
            {
                tempT += animationIncrement;

                if (currentWeaponTrail.time > 0)
                {
                    currentWeaponTrail.Itterate(Time.time - t + tempT);
                }
                else
                {
                    currentWeaponTrail.ClearTrail();
                }
            }

            tempT -= t;

            if (currentWeaponTrail.time > 0)
            {
                currentWeaponTrail.UpdateTrail(Time.time, t);
            }
        }
    }
Esempio n. 5
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    public virtual void _WeaponOff()
    {
        FrontBlade.active = false;
        BackBlade.active  = false;
        frontTrail.ClearTrail();
        backTrail.ClearTrail();

        GlobalAudioSystem.PlayAudioData(unit.AudioDataDict[WeaponOffSoundEffectName]);
    }
Esempio n. 6
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    void Update()
    {
        int  curAnimaTag           = animator.GetCurrentAnimatorStateInfo(0).tagHash;
        int  curTransitionNameHash = animator.GetAnimatorTransitionInfo(0).userNameHash;
        bool isInTransition        = animator.IsInTransition(0);

        if ((curAnimaTag == AnimaConstant.TagAtk && !isInTransition) ||
            curTransitionNameHash == AnimaConstant.TransitionToAttack)
        {
            //设置拖尾时长
            myTrail.SetTime(0.1f, 0.0f, 1.0f);
            //开始进行拖尾
            myTrail.StartTrail(0.1f, 0.1f);
        }
        else
        {
            myTrail.ClearTrail();
        }
    }
Esempio n. 7
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    //小鸟碰到物体就取消拖尾
    public void OnCollisionEnter2D(Collision2D collision)
    {
        trail.ClearTrail();
        if (collision.transform.tag == "Enemy" || collision.transform.tag == "Ground" && launch)
        {
            isFly = false;
            switch (bt)
            {
            case BirdType.Red: sr.sprite = redHurt; break;

            case BirdType.Yellow: sr.sprite = yellowHurt; break;

            case BirdType.Green: sr.sprite = greenHurt; break;

            case BirdType.Black: sr.sprite = blackHurt; break;
            }
            Invoke("DestroyMyself", 3);
        }
    }
Esempio n. 8
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    void LateUpdate()
    {
        if (playerstate.ani_stat == playerStateLinster.enum_ani_state.Trotting || playerstate.ani_stat == playerStateLinster.enum_ani_state.Walking)
        {
            myTrail.UpdateTrail(0, 0);

            //	myTrail.ClearTrail();
            //	if(myTrail.time<0) myTrail.ClearTrail();
            return;
        }

        t = Mathf.Clamp(Time.deltaTime, 0, 0.066f);

        if (t > 0)
        {
            while (tempT < t)
            {
                tempT += animationIncrement;

                if (myTrail.time > 0)
                {
                    myTrail.Itterate(Time.time - t + tempT);
                }
                else
                {
                    myTrail.ClearTrail();
                }
            }

            tempT -= t;

            if (myTrail.time > 0)
            {
                myTrail.UpdateTrail(Time.time, t);
            }
        }
    }
Esempio n. 9
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    //
    #endregion
    // -------------------------------------------------------------------------------------------------------------------
    #region Update
    //
    protected void Update()
    {
        t = Mathf.Clamp(Time.deltaTime * timeScale, 0, 0.066f);
        //
        animationController.SetDeltaTime(t);          // Sets the delta time that the animationController uses.
        //
        //
        //  This is just some sample code to show you how you can use the animation controller component along with the trails
        //
        thinkTime -= t;
        if (thinkTime < 0)
        {
            switch (thinkState)
            {
            case 0:
                animationController.CrossfadeAnimation(animationIdle, 0.2f);
                thinkState++;
                thinkTime = 1.5f;
                break;

            case 1:
                // START ATTACK 1
                animationController.CrossfadeAnimation(animationAttack1Anticipation, 0.1f);
                thinkState++;
                thinkTime   = 0.3f;
                facingAngle = -180 + Random.value * 360;

                break;

            case 2:
                animationController.PlayAnimation(animationAttack1);
                thinkTime = 0.2f;
                thinkState++;
                rightSwipe.StartTrail(0.5f, 0.4f);                 // Fades the trail in
                facingAngle += -40 + Random.value * 80;
                break;

            case 3:
                thinkState++;
                thinkTime = 0.3f;
                rightSwipe.FadeOut(0.5f);                 // Fades the trail out
                break;

            case 4:
                // BACK TO IDLE
                animationController.CrossfadeAnimation(animationIdle, 0.2f);
                thinkState++;
                thinkTime = 0.3f;
                rightSwipe.ClearTrail();                 // Forces the trail to clear
                break;

            case 5:
                // START ATTACK 2
                animationController.CrossfadeAnimation(animationAttack2Anticipation, 0.1f);
                thinkState++;
                thinkTime   = 0.3f;
                facingAngle = -180 + Random.value * 360;

                break;

            case 6:
                animationController.PlayAnimation(animationAttack2);
                thinkState++;
                thinkTime = 0.2f;
                leftSwipe.StartTrail(0.5f, 0.4f);                  // Fades the trail in
                facingAngle += -40 + Random.value * 80;

                break;

            case 7:
                thinkState++;
                thinkTime = 0.3f;
                leftSwipe.FadeOut(0.5f);                 // Fades the trail out
                break;

            case 8:
                // BACK TO IDLE
                animationController.CrossfadeAnimation(animationIdle, 0.2f);
                thinkState++;
                thinkTime = 0.3f;
                leftSwipe.ClearTrail();                 // Forces the trail to clear
                break;

            case 9:
                // START THE SPIN ATTACK
                animationController.CrossfadeAnimation(animationAttack1Anticipation, 0.1f);
                thinkState++;
                thinkTime   = 0.3f;
                facingAngle = -180 + Random.value * 360;

                break;

            case 10:
                animationController.CrossfadeAnimation(animationWhirlwind, 0.2f);
                thinkState++;
                thinkTime = 2.8f;
                leftSwipe.StartTrail(0.9f, 1.4f);                 // Fades both trais in
                rightSwipe.StartTrail(0.9f, 1.4f);
                break;

            case 11:
                // Checking for a specific place in the animation from which to start the next animation
                //
                if (Mathf.Repeat(animationWhirlwind.normalizedTime, 1) < 0.93f + t * 1f && Mathf.Repeat(animationWhirlwind.normalizedTime, 1) > 0.93f - t * 1.2f)
                {
                    animationController.CrossfadeAnimation(animationAttack3, 0.05f * animationWhirlwind.length);
                    thinkState++;
                    thinkTime = 0.6f;
                }
                break;

            case 12:
                thinkState++;
                leftSwipe.FadeOut(0.4f);                 // Fades both trails out
                rightSwipe.FadeOut(0.4f);
                thinkTime = 0.6f;
                break;

            case 13:
                // BACK TO IDLE (for a second)
                animationController.CrossfadeAnimation(animationIdle, 0.2f);
                thinkState++;
                thinkTime = 1f;
                leftSwipe.ClearTrail();                  // Forces both trails to clear
                rightSwipe.ClearTrail();
                break;

            default:
                thinkState = 0;
                break;
            }
        }
        //
        // ** THIS IS A REALLY TERRIBLE EXAMPLE OF THE CHARACTER MOVING ... (It moves forward when executing a attack)
        if (thinkState == 3 || thinkState == 7)
        {
            transform.position += transform.TransformDirection(Vector3.forward) * t * 3;
        }
        else if (thinkState == 11 || thinkState == 10)
        {
            transform.position += transform.TransformDirection(Vector3.forward) * t * 0.5f;
        }
        //
        // This rotates the character a based on "facingAngle". It's an experiment to show that the animationController works
        transform.eulerAngles = new Vector3(transform.eulerAngles.x, Mathf.LerpAngle(transform.eulerAngles.y, facingAngle, 12 * t), transform.eulerAngles.z);
    }
Esempio n. 10
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 //关闭残影函数(用于动画关键帧调用)
 public void TrailStop()
 {
     Debug.Log("TrailStop...");
     //清除拖尾
     TrailObj.ClearTrail();
 }
Esempio n. 11
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 /// <summary>
 /// 清除拖尾
 /// </summary>
 public void TrailsClear()
 {
     myTrail.ClearTrail();
 }
Esempio n. 12
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 public void TrailEnd()
 {
     //清除拖尾
     myTrail.ClearTrail();
 }
Esempio n. 13
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 // Use this for initialization
 void Start()
 {
     animator = gameObject.GetComponent <Animator> ();
     animationController.AddTrail(Katana);
     Katana.ClearTrail();
 }
Esempio n. 14
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    public void hideTrail()
    {
        //清除拖尾
        myTrail.ClearTrail();
    }
Esempio n. 15
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 public void ClearTrails()
 {
             //delete trail
             myTrail.ClearTrail();
 }
Esempio n. 16
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 void Start()
 {
     wt = this.GetComponent <WeaponTrail>();
     wt.ClearTrail();
     wt.StartTrail(.2f, .2f);
 }
Esempio n. 17
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 public void ClearTrail()
 {
     //清除拖尾
     myTrail.ClearTrail();
 }