public virtual void PlayAnimation(ANIM_INDEX index, float translationDuration, float normalizedTime) { if (ani != null) { ani.CrossFade(AnimatorHelper.GetAnimationName(index), translationDuration, -1, normalizedTime); ani.SetInteger(CURRENT_ANIMATION, (int)index); } }
public virtual void PlayAnimation(ANIM_INDEX index) { float length = ani == null ? 1 : ani.GetCurrentAnimatorStateInfo(0).length; if (length == 0) { length = 1; } PlayAnimation(index, 0.2f / length, 0f); }
public virtual bool ShouldPlayNextAnimation(ANIM_INDEX current) { AnimatorStateInfo info = ani.GetCurrentAnimatorStateInfo(0); switch (current) { case ANIM_INDEX.IDLE: case ANIM_INDEX.PREPARE: case ANIM_INDEX.RUN: return(true); case ANIM_INDEX.DEAD: return(false); default: return(!ani.IsInTransition(0) && info.IsName(AnimatorHelper.GetAnimationName(current)) && info.normalizedTime >= 0.95f); } }
protected int GetAnimIndex(ANIM_INDEX index) { switch (index) { case ANIM_INDEX.SKILL01: return(1); case ANIM_INDEX.SKILL02: return(2); case ANIM_INDEX.SKILL03: return(3); case ANIM_INDEX.SKILL04: return(4); default: break; } return(0); }
public CommonAttack(STATUS nextStatus, ANIM_INDEX animIndex) { // this.mBackStatus = backStatus; this.mNextStatus = nextStatus; this.mAnimIndex = animIndex; }
public CommonAttack(STATUS nextStatus, ANIM_INDEX animIndex, bool CanUnderAttack) : this(nextStatus, animIndex) { mCanUnderAttack = CanUnderAttack; }
public CommonUnderDead(STATUS backStatus, ANIM_INDEX animIndex) { this.mBackStatus = backStatus; this.mAnimIndex = animIndex; mIsPlayedAnim = false; }
public CommonComboSkill(ANIM_INDEX animIndex, STATUS current, STATUS next) { this.mAnimIndex = animIndex; this.mCurrent = current; this.mNext = next; }
public CommonUnderControl (ANIM_INDEX animIndex, float duration, float KeepDuration) : this(animIndex,duration) { this.mKeepDuration = KeepDuration; }
//private XHTimer mStiffTimer = XHTimer.Create(); public CommonUnderControl (ANIM_INDEX animIndex, float duration = 0f) { this.mAnimIndex = animIndex; this.mDuration = duration; }
public static string GetAnimationName(ANIM_INDEX index) { string result = null; switch (index) { case ANIM_INDEX.IDLE: result = idleString; break; case ANIM_INDEX.RUN: result = runString; break; case ANIM_INDEX.PREPARE: result = prepareString; break; case ANIM_INDEX.HIT: result = hitString; break; case ANIM_INDEX.DOWN: result = downString; break; case ANIM_INDEX.DEAD: result = deadString; break; case ANIM_INDEX.SUMMON: result = summonString; break; case ANIM_INDEX.ATT: result = att; break; case ANIM_INDEX.ATT01: result = att01; break; case ANIM_INDEX.ATT02: result = att02; break; case ANIM_INDEX.ATT03: result = att03; break; case ANIM_INDEX.ATT04: result = att04; break; case ANIM_INDEX.ATT05: result = att05; break; case ANIM_INDEX.SKILL01: result = skill01; break; case ANIM_INDEX.SKILL02: result = skill02; break; case ANIM_INDEX.SKILL03: result = skill03; break; case ANIM_INDEX.SKILL04: result = skill04; break; case ANIM_INDEX.INIT: result = initString; break; case ANIM_INDEX.NONE: break; default: break; } return(result); }
public static bool ShouldPlayNextAnimation(Animator animator, ANIM_INDEX current, float normalized) { AnimatorStateInfo info = animator.GetCurrentAnimatorStateInfo(0); return(!animator.IsInTransition(0) && info.IsName(GetAnimationName(current)) && info.normalizedTime >= normalized); }
public virtual void PlayAnimation(ANIM_INDEX index, float translationDuration, float normalizedTime) { throw new System.NotImplementedException(); }
public virtual void PlayAnimation(ANIM_INDEX index) { throw new System.NotImplementedException(); }
public virtual bool ShouldPlayNextAnimation(ANIM_INDEX current) { throw new System.NotImplementedException(); }