/// <summary> /// Sets up the attack sequence that will be use and retrieves the /// action from the sequence array and performs said action /// </summary> private void PerformActions() { if (_isNextSequenceReady) { GetSequence(); return; } AnimationAction currentAction = GetNextAction(_actionSequence); _isReadyNextAtk = false; _isCdOn = true; float animClipLength = 0f; if (_seqEnd) { return; } //Looks towards the player Vector3 lookPosition = _playerTransform.position - _go.transform.position; lookPosition.y = 0; Quaternion rotation = Quaternion.LookRotation(lookPosition); _go.transform.rotation = Quaternion.Slerp(_go.transform.rotation, rotation, Time.deltaTime * Enemy.EnemyRotationSpeed); switch (currentAction.AnimationClipName) { case "Attack 1": _animator.SetTrigger(Attack1); animClipLength = currentAction.AnimationClipLength; _enemyAction.action = EnemyAction.EnemyActionType.LightAttack; break; case "Attack 2": _animator.SetTrigger(Attack2); animClipLength = currentAction.AnimationClipLength; _enemyAction.action = EnemyAction.EnemyActionType.HeavyAttack; break; case "Attack 3": _animator.SetTrigger(Attack3); animClipLength = currentAction.AnimationClipLength; _enemyAction.action = EnemyAction.EnemyActionType.LightAttack; break; case "Attack 4": _animator.SetTrigger(MassiveAttack); animClipLength = currentAction.AnimationClipLength; _enemyAction.action = EnemyAction.EnemyActionType.LightAttack; break; } _attackCd = animClipLength; _sequenceCount++; }
public override void Enter() { base.Enter(); _animator = _go.GetComponent <Animator>(); _enemyAction = (EnemyAction)_attributes.Find(x => x.GetType() == typeof(EnemyAction)); _aiController = (AIController)_attributes.Find(x => x.GetType() == typeof(AIController)); _playerAnimator = GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>(); _enemyAction.action = EnemyAction.EnemyActionType.Injured; foreach (AnimationClip clip in _animator.runtimeAnimatorController.animationClips) { if (!clip.name.Contains("takeDMG")) { continue; } _injuredAction = new AnimationAction(clip); _animTime = _injuredAction.AnimationClipLength * 2; } _played = false; /* * if (!_playerAnimator.GetCurrentAnimatorStateInfo(0).IsTag("HT")) * _animTime /= 4;*/ }
public void DestroyWithPoints() { SetSoundEffect(); explodeObject.isActive = false; animationStartAction = () => { foreach (ParticleSystem effect in stopEffects) { effect.Stop(); effect.Play(); effect.gameObject.SetActive(true); } }; animator.Play("s" + type.ToString() + "_dead", 0, 0); //Debug.Log ("destr"); animationEndAction = () => { foreach (ParticleSystem effect in stopEffects) { effect.Stop(); effect.Play(); effect.gameObject.SetActive(false); } explodeObject.DefaultDestroyWithPoints(); }; }
public void Destroy() { SetSoundEffect(); explodeObject.isActive = false; animationStartAction = () => { explodeObject.withOverscreenChecker = false; foreach (ParticleSystem effect in stopEffects) { effect.gameObject.SetActive(true); effect.Stop(); effect.Play(); } }; animator.Play("s" + type.ToString() + "_dead", 0, 0); animationEndAction = () => { foreach (ParticleSystem effect in stopEffects) { effect.Stop(); effect.Play(); effect.gameObject.SetActive(false); } explodeObject.DefaultDestroy(); }; }
public static AnimationActionRunner FromAnimationAction(AnimationAction aa) { AnimationActionRunner aar = new AnimationActionRunner(); aar.animationAction = aa; return(aar); }
/// <summary> /// Animate the Avatar /// </summary> /// <param name="animation">The Animation Name</param> /// <param name="action">0 - To play the animation, 1 - to stop the animation</param> /// <param name="wrapMode">Wrap Mode</param> /// <param name="animationSpeed">Animation Speed</param> /// <param name="layer">Animation Layer</param> public void Animate(string animation, AnimationAction action, WrapMode wrapMode, float animationSpeed, int layer) { if (characterObject != null && animation != "") { if (generator.AnimationClips.Contains(animation) && characterObject.animation != null) { if (action == AnimationAction.Play) { characterObject.animation[animation].layer = layer; characterObject.animation[animation].speed = animationSpeed; characterObject.animation[animation].wrapMode = wrapMode; characterObject.animation.CrossFade(animation); } else { characterObject.animation[animation].layer = layer; characterObject.animation.Stop(animation); } } else { string anims = ""; foreach (AnimationState state in characterObject.animation) { anims = anims + state.clip.name + ", "; } if (PopBloopSettings.useLogs) { Debug.LogWarning("Animation " + animation + " not found on Character " + this.gameObject.name + " => Anims found : " + anims); } } } }
// Use this for initialization void Start () { AnimationManager animManager = GameObject.Find ("animationManager").GetComponent<AnimationManager> (); obj = GameObject.Find ("Player"); ActionRunner anim1 = new AnimationAction ("Take 001", true, obj); ActionRunner anim2 = new AnimationAction ("Take 001", false, obj); // anim1.Start (); anim2.Start (); }
/// <summary> /// Create a new animation action component on the given game piece with the given animation action object. /// This can also add special logic to the creation of a component based on the given game piece. /// </summary> /// <param name="animationAction">the animation action metadata</param> /// <param name="gamePiece">the game piece to apply this new animation action behaviour to</param> /// <returns>the newly created animation action behaviour component</returns> public static List <AnimationActionBehaviour> AddComponentByAnimationAction(AnimationAction animationAction, GamePieceBehaviour gamePiece) { List <AnimationActionBehaviour> behaviours = new List <AnimationActionBehaviour>(); if (gamePiece != null && animationAction != null) { switch (animationAction.Name) { // TODO: MW these names are just placeholders, use what ever is in the actual server code case "MoveForward": behaviours.Add(gamePiece.gameObject.AddComponent <MoveForwardAnimationBehaviour>()); break; case "MoveBackward": behaviours.Add(gamePiece.gameObject.AddComponent <MoveBackwardAnimationBehaviour>()); break; case "TurnClockwise90": behaviours.Add(gamePiece.gameObject.AddComponent <RotateClockwiseAnimationBehaviour>()); break; case "TurnCounterClockwise90": behaviours.Add(gamePiece.gameObject.AddComponent <RotateCounterClockwiseAnimationBehaviour>()); break; case "DoBumpInto": behaviours.Add(gamePiece.gameObject.AddComponent <TurnRedAnimationBehaviour>()); behaviours.Add(gamePiece.gameObject.AddComponent <DecrementHealthBarBehaviour>()); break; case "HitByCanon": behaviours.Add(gamePiece.gameObject.AddComponent <TurnRedAnimationBehaviour>()); behaviours.Add(gamePiece.gameObject.AddComponent <DecrementHealthBarBehaviour>()); break; case "FireCanon": behaviours.Add(gamePiece.gameObject.AddComponent <FireCannonAnimationBehavior>()); break; case "Default": behaviours.Add(gamePiece.gameObject.AddComponent <DefaultAnimationBehaviour>()); break; default: // TODO: MW maybe we want to throw here? but I suspect not for stability's sake Debug.LogWarning("Failed to find an animation behaviour factory method for animation: " + animationAction.Name); behaviours.Add(gamePiece.gameObject.AddComponent <DefaultAnimationBehaviour>()); break; } foreach (AnimationActionBehaviour behaviour in behaviours) { behaviour.TotalTime = animationAction.Time; } } return(behaviours); }
/// <summary> /// Sets up the attack sequence that will be use and retrieves the /// action from the sequence array and performs said action /// </summary> private void PerformActions() { if (_isNextSequenceReady) { GetSequence(); return; } AnimationAction currentAction = GetNextAction(_actionSequence); _isReadyNextAtk = false; _isCdOn = true; _enemyAction.action = EnemyAction.EnemyActionType.LightAttack; float animClipLength = 0f; if (_seqEnd) { return; } switch (currentAction.AnimationClipName) { case "Attack 1": _animator.SetTrigger(Attack1); animClipLength = currentAction.AnimationClipLength; break; case "Attack 2": _animator.SetTrigger(Attack2); animClipLength = currentAction.AnimationClipLength; break; case "Attack 3": _animator.SetTrigger(Attack3); animClipLength = currentAction.AnimationClipLength; break; case "Attack 4": _animator.SetTrigger(MassiveAttack); animClipLength = currentAction.AnimationClipLength; break; case "roll": _go.transform.Rotate(new Vector3(0, 90, 0)); _animator.SetTrigger(CombatRoll); _collider.radius = 0.51f; _collider.height = 0; animClipLength = currentAction.AnimationClipLength; DoCombatRoll(); _rolling = true; break; } _attackCd = animClipLength; _sequenceCount++; }
private RectangleF[] GetAnimation(AnimationAction action, float directionDegree) { if (directionDegree >= 180) { directionDegree = 180 - (directionDegree % 180); } RectangleF[][] ActionAnimations = Animations[(int)action]; return(ActionAnimations[(int)(directionDegree * ActionAnimations.Length / 181F)]); }
protected void Start(Control control, TransitionType transitionType, int duration, AnimationAction actionHandler, AnimationFinishedEvaluator evaluatorHandler) { this.targetControl = control; this.transitionType = transitionType; this.actionHandler = actionHandler; this.evaluatorHandler = evaluatorHandler; this.counter = 0; this.startTime = 0; this.targetTime = duration; this.timer = DelayedCall.Start(new DelayedCall.Callback(this.DoAnimation), duration); }
// Use this for initialization void Start() { AnimationManager animManager = GameObject.Find("animationManager").GetComponent <AnimationManager> (); obj = GameObject.Find("Player"); ActionRunner anim1 = new AnimationAction("Take 001", true, obj); ActionRunner anim2 = new AnimationAction("Take 001", false, obj); // anim1.Start (); anim2.Start(); }
public override void Animate(string animation, AnimationAction action, WrapMode wrapMode, float animationSpeed, int layer) { base.Animate(animation, action, wrapMode, animationSpeed, layer); _mmoGame.Avatar.Animate(animation, action, (byte)wrapMode, animationSpeed, layer); if (_avatarController == null) { Debug.Log("PlayerActor.Animate: character not found, please check the AvatarController being attached"); } }
/// <summary> /// Start animation. /// </summary> /// <param name="control">Control to use.</param> /// <param name="transitionType">TransitionType instance.</param> /// <param name="duration">Duration time in milliseconds.</param> /// <param name="actionHandler">AnimationAction delegate.</param> /// <param name="evaluatorHandler">AnimationFinishedEvaluator delegate.</param> protected void Start(Control control, TransitionType transitionType, int duration, AnimationAction actionHandler, AnimationFinishedEvaluator evaluatorHandler) { this._targetControl = control; this.TransitionType = transitionType; this._actionHandler = actionHandler; this._evaluatorHandler = evaluatorHandler; this.Counter = 0; this.StartTime = 0; this.TargetTime = duration; this._timer = DelayedCall.Start(this.DoAnimation, duration); }
protected void Start(Control control, TransitionType transitionType, int duration, AnimationAction actionHandler, AnimationFinishedEvaluator evaluatorHandler) { this.targetControl = control; this.transitionType = transitionType; this.actionHandler = actionHandler; this.evaluatorHandler = evaluatorHandler; this.counter = 0; this.startTime = 0; this.targetTime = duration; timer = DelayedCall.Start(DoAnimation, duration); }
public static void StopAnimation(object target, AnimationType animationType, AnimationAction action, bool complete = true) { if (target == null) { return; } string id = GetTweenId(target, animationType, action); int killed = DOTween.Kill(id); #if UNITY_EDITOR Debug.Log($"Tweens killded {killed}"); #endif }
protected void Start(Control control, TransitionType transitionTypee, int duration, AnimationAction actionHandlerr, AnimationFinishedEvaluator evaluatorHandlerr) { targetControl = control; transitionType = transitionTypee; actionHandler = actionHandlerr; evaluatorHandler = evaluatorHandlerr; counter = 0; startTime = 0; targetTime = duration; timer = DelayedCall.Start(DoAnimation, duration); }
public override void Enter() { base.Enter(); _animator = _go.GetComponent <Animator>(); _aiController = (AIController)_attributes.Find(x => x.GetType() == typeof(AIController)); foreach (AnimationClip clip in _animator.runtimeAnimatorController.animationClips) { if (!clip.name.Contains("blockhit")) { continue; } _blockAction = new AnimationAction(clip); _animTime = _blockAction.AnimationClipLength; } }
public override void Enter() { base.Enter(); _animator = _go.GetComponent <Animator>(); _enemyAction = (EnemyAction)_attributes.Find(x => x.GetType() == typeof(EnemyAction)); _enemyAction.action = EnemyAction.EnemyActionType.Injured; foreach (AnimationClip clip in _animator.runtimeAnimatorController.animationClips) { if (!clip.name.Contains("takeDMG")) { continue; } _injuredAction = new AnimationAction(clip); _animTime = _injuredAction.AnimationClipLength; } }
/// <summary> /// The method provides a simple mechanism for code based animations /// </summary> /// <param name="duration">Animation's duration</param> /// <param name="action">An action should be executed</param> /// <returns>A reference to enumerator</returns> public static IEnumerator Animate(float duration, AnimationAction action, UnityAction postAction = null) { if (action == null) { yield break; } float dt = 0.0f; for (float time = 0.0f; Mathf.Abs(time - duration) > (dt = Time.deltaTime); time += dt) { action?.Invoke(time); yield return(null); } postAction?.Invoke(); yield return(null); }
private void DrawSpriteFrame(Graphics g, PointF position, SizeF size, AnimationAction action, float directionDegree, float frame) { if (DisableTextures) { g.FillEllipse(new SolidBrush(Color), new RectangleF(position, size)); } else { var Texture = directionDegree >= 180 ? MirroredTexture : this.Texture; var Animation = GetAnimation(action, directionDegree); var AniRect = Animation[(int)(frame * Animation.Length / (Visualization.SubturnFramerate + 1))]; var h = AniRect.Height * size.Width / AniRect.Width; g.DrawImage(Texture, new RectangleF(directionDegree < 180 ? position.X : position.X - size.Width * (spriteK - 1), position.Y - (spriteK * h - size.Height), spriteK * size.Width, spriteK * h), directionDegree < 180 ^ Mirrored ? AniRect : new RectangleF(Texture.Width - (AniRect.X + AniRect.Width), AniRect.Y, AniRect.Width, AniRect.Height) , GraphicsUnit.Pixel); } }
private void issueAnimation(KeyValuePair <AnimationAction, KeyValuePair <AnimationType, int> > animation) { AnimationAction animationAction = animation.Key; AnimationType animationType = animation.Value.Key; int elapsed = animation.Value.Value; switch (animationAction) { case AnimationAction.FadeIn: __makeFadeIn(animationType, elapsed); break; case AnimationAction.FadeOut: __makeFadeOut(animationType, elapsed); break; case AnimationAction.MoveTo: __makeMove(animationType, elapsed); break; } }
public AnimationPlayback(BaseEvent ef, Character caster) { this.ef = ef; this.caster = caster; AnimationAction aa = (AnimationAction)ef.action; bool isEligible = false; switch (aa.ShowRequirement()) { case JumpAction.Requirement.Air: isEligible = !caster.IsOnGround(); break; case JumpAction.Requirement.Ground: isEligible = caster.IsOnGround(); break; default: isEligible = true; break; } if (isEligible) { Entity entity = caster.GameObject().GetComponent <EntityReference>().Entity; anim = entity.GetComponent <AnimationComponent>().Animation; anim.PlayAnimation(aa.name, aa.speed, aa.ShowPlayMethod(), aa.crossfadeLength, aa.startFrame, true); if (aa.speed > 0) { if (aa.ShowPlayMethod() == PlayMethod.Play || aa.ShowPlayMethod() == PlayMethod.ForcePlay) { anim.JumpToFrame(aa.startFrame); } } animClipLength = anim.Duration(aa.name); } }
public static AnimationBase GetAnimationBase(int type, GameObject go) { ZTAnimationType animationType = ZTAnimationType.Animator; AnimationBase baseAction = null; if (System.Enum.IsDefined(typeof(ZTAnimationType), type)) { animationType = (ZTAnimationType)type; } switch (animationType) { case ZTAnimationType.Animation: baseAction = new AnimationAction(go); break; case ZTAnimationType.Animator: baseAction = new AnimatorAction(go); break; } return(baseAction); }
public static void Animate(Item item, string animation, AnimationAction action, WrapMode animationWrap, float animationSpeed, int layer) { foreach (ActorAnimator actorAnim in actorAnimations) { if (actorAnim == null) { continue; } if (actorAnim._actor == null) { continue; } if (actorAnim._actor.Item == item) { actorAnim.Animate(animation, action, animationWrap, animationSpeed, layer); // There's only 1 item for 1 actor, so it's unique, get out after we found it. break; } } }
public virtual void Animate(string animation, AnimationAction action, WrapMode animationWrap, float animationSpeed, int layer) { if (layer > 1) { Debug.LogWarning("Animation Layer > 1 is not support for now"); return; } if (animation == "" || animation == null) { return; } if (_avatarController != null) { if (_avatarController.AnimationClips == null) { return; } if (_avatarController.AnimationClips.Contains(animation)) { if (_avatarController.IsAnimationPlaying(animation) == false) { PlayAnimation(animation, action, animationWrap, animationSpeed, layer); } else { if (currentAnimations[layer].Animation != animation || currentAnimations[layer].Wrap != animationWrap || currentAnimations[layer].Layer != layer || currentAnimations[layer].Speed != animationSpeed || currentAnimations[layer].Action != action) { PlayAnimation(animation, action, animationWrap, animationSpeed, layer); } } } } }
public virtual string getAnimations(AnimationAction action) { StringBuilder builder = new StringBuilder(); switch (action) { case AnimationAction.Open: builder.AppendLine("<OnLoad>"); builder.AppendLine("<OpacityAction AnimationTarget=\"" + this.ActionContainer + "\" Opacity=\"0\" />"); builder.AppendLine("</OnLoad>"); builder.AppendLine("<OnClick>"); builder.AppendLine("<Sequence>"); builder.AppendLine("<ScriptAction Script=\"var target = $get('" + this.TargetControl.ClientID + "');" + "var body = $get('" + this.ActionContainer + "');" + "var location = Sys.UI.DomElement.getLocation(target);" + "body.style.position = 'absolute';" + "body.style.top = location.y;" + "body.style.left = location.x + target.clientWidth + 5;\" />"); builder.AppendLine("<StyleAction AnimationTarget=\"" + this.ActionContainer + "\" Attribute=\"display\" Value=\"block\"/>"); builder.AppendLine("<FadeIn AnimationTarget=\"" + this.ActionContainer + "\" Duration=\".2\"/>"); builder.AppendLine("<Parallel Duration=\"" + (this.Fadeinterval).ToString() + "\">"); builder.AppendLine("<Color AnimationTarget=\"" + this.ActionContainer + "\" StartValue=\"" + GloFix.ToHtmlColor(this.FadeStartFontColor) + "\" EndValue=\"" + GloFix.ToHtmlColor(this.FadeEndFontColor) + "\" Property=\"style\" PropertyKey=\"color\" />"); builder.AppendLine("<Color AnimationTarget=\"" + this.ActionContainer + "\" StartValue=\"" + GloFix.ToHtmlColor(this.FadeStartBorderColor) + "\" EndValue=\"" + GloFix.ToHtmlColor(this.FadeEndBorderColor) + "\" Property=\"style\" PropertyKey=\"borderColor\" />"); builder.AppendLine("<Color AnimationTarget=\"" + this.ActionContainer + "\" StartValue=\"" + GloFix.ToHtmlColor(this.FadeStartBackColor) + "\" EndValue=\"" + GloFix.ToHtmlColor(this.FadeEndBackColor) + "\" Property=\"style\" PropertyKey=\"backgroundColor\" />"); builder.AppendLine("</Parallel>"); builder.AppendLine("</Sequence>"); builder.AppendLine("</OnClick>"); break; case AnimationAction.Close: builder.AppendLine("<OnClick>"); builder.AppendLine("<Sequence>"); builder.AppendLine("<Parallel AnimationTarget=\"" + this.ActionContainer + "\" Duration=\"" + this.Fadeinterval.ToString() + "\" Fps=\"15\">"); builder.AppendLine("<Color AnimationTarget=\"" + this.ActionContainer + "\" StartValue=\"" + GloFix.ToHtmlColor(this.FadeStartFontColor) + "\" EndValue=\"" + GloFix.ToHtmlColor(this.FadeEndFontColor) + "\" Property=\"style\" PropertyKey=\"color\" />"); builder.AppendLine("<Color AnimationTarget=\"" + this.ActionContainer + "\" StartValue=\"" + GloFix.ToHtmlColor(this.FadeStartBorderColor) + "\" EndValue=\"" + GloFix.ToHtmlColor(this.FadeEndBorderColor) + "\" Property=\"style\" PropertyKey=\"borderColor\" />"); builder.AppendLine("<Color AnimationTarget=\"" + this.ActionContainer + "\" StartValue=\"" + GloFix.ToHtmlColor(this.FadeStartBackColor) + "\" EndValue=\"" + GloFix.ToHtmlColor(this.FadeEndBackColor) + "\" Property=\"style\" PropertyKey=\"backgroundColor\" />"); builder.AppendLine("<Scale ScaleFactor=\"0.05\" Center=\"true\" ScaleFont=\"true\" FontUnit=\"px\" />"); builder.AppendLine("<FadeOut />"); builder.AppendLine("</Parallel>"); builder.AppendLine("<StyleAction AnimationTarget=\"" + this.ActionContainer + "\" Attribute=\"display\" Value=\"none\"/>"); builder.AppendLine("<StyleAction AnimationTarget=\"" + this.ActionContainer + "\" Attribute=\"width\" Value=\"" + this.ShowPanelWidth.Value.ToString() + "px\"/>"); builder.AppendLine("<StyleAction AnimationTarget=\"" + this.ActionContainer + "\" Attribute=\"height\" Value=\"" + this.ShowPanelHeight.Value.ToString() + "px\"/>"); builder.AppendLine("<StyleAction AnimationTarget=\"" + this.ActionContainer + "\" Attribute=\"fontSize\" Value=\"" + this.ShowFontSize.ToString() + "px\"/>"); builder.AppendLine("</Sequence>"); builder.AppendLine("</OnClick>"); //builder.AppendLine("<OnMouseOver>"); //builder.AppendLine("<Color Duration=\".2\" StartValue=\"#FFFFFF\" EndValue=\"#FF0000\" Property=\"style\" PropertyKey=\"color\" />"); //builder.AppendLine("</OnMouseOver>"); //builder.AppendLine("<OnMouseOut>"); //builder.AppendLine("<Color Duration=\".2\" EndValue=\"#FFFFFF\" StartValue=\"#FF0000\" Property=\"style\" PropertyKey=\"color\" /> "); //builder.AppendLine("</OnMouseOut>"); break; } return builder.ToString(); }
public AnimationSet this[AnimationAction key] { get { return(_frames[(int)key | _direction]); } }
public AnimationMap Add(AnimationAction action, AnimationDirection direction, AnimationSet set) { _frames[(int)action | (int)direction] = set; return(this); }
/// <summary> /// The game item animate operation. /// </summary> /// <param name="newPosition"> /// The new position. /// </param> /// <param name="rotation"> /// The rotation. /// </param> /// <returns> /// The move absolute. /// </returns> public bool GameItemAnimate(string gameItemId, string animation, AnimationAction action, byte wrapMode, float speed) { Operations.GameItemAnimate(this.Game, this.Id, this.Type, gameItemId, animation, (byte)action, wrapMode, speed, this.Game.Settings.SendReliable); return true; }
public void Animate(string animation, AnimationAction action, byte wrapMode, float speed, int layer) { if (this.Animation != animation) { base.SetAnimation(animation, action, wrapMode, speed); Hashtable data = new Hashtable() { { PropertyKeyAnimation, animation }, { PropertyKeyAnimationWrap, wrapMode }, { PropertyKeyAnimationSpeed, speed }, { PropertyKeyAnimationLayer, layer }, { PropertyKeyAnimationAction, (byte)action } }; Operations.SetProperties(this.Game, this.Id, this.Type, data, null, true); //Operations.Animate(this.Game, this.Id, this.Type, animation, (byte)action, (byte)wrapMode, speed, layer, true); } }
protected void Start(Control control, TransitionType transitionType, int duration, AnimationAction actionHandler) { Start(control, transitionType, duration, actionHandler, null); }
public void SetAnimation(string animation, AnimationAction action, byte wrapMode, float speed) { this.Animation = animation; this.AnimationWrap = wrapMode; this.AnimationSpeed = speed; this.AnimationAction = action; }
public void OnItemAnimate(Game game, Item item, string animation, AnimationAction action, byte animationWrap, float animationSpeed, int layer) { if (_actors.ContainsKey(item)) { ActorAnimator.Animate(item, animation, action, (WrapMode)animationWrap, animationSpeed, layer); } }
private static List <List <AnimationAction> > GetAnimationsFromState(Dictionary <string, object> data, string key) { var animations = new List <List <AnimationAction> >(); var state = data[key] as Dictionary <string, object>; if (state != null) { var outerList = state["Animations"] as List <object>; if (outerList != null) { animations.AddRange(outerList.ConvertAll(o => { var innerList = o as List <object>; if (innerList != null) { return(innerList.ConvertAll(a => a as Dictionary <string, object>).ConvertAll(d => AnimationAction.FromDictionary(d))); } return(new List <AnimationAction>()); })); } } return(animations); }
private void Awake() { action = new AnimationAction(GetComponentInChildren <Animation>()); }
public AnimationResult(string key, AnimationAction action) { _key = key; _action = action; }
public GenericUIAnimation(IUIView view, AnimationAction animation) { this.view = view; this.animation = animation; }
private void _addOrUpdate(Dictionary <AnimationAction, KeyValuePair <AnimationType, int> > dic, AnimationAction key, KeyValuePair <AnimationType, int> value) { KeyValuePair <AnimationType, int> val; if (dic.TryGetValue(key, out val)) { // yay, value exists! dic[key] = value; } else { // darn, lets add the value dic.Add(key, value); } }
public static string GetTweenId(object target, AnimationType animationType, AnimationAction animationAction) { return(target.GetHashCode() + "-" + animationType + "-" + animationAction); }
protected void Start(Control control, TransitionType transitionType, int duration, AnimationAction actionHandler) { Start(control, transitionType, duration, actionHandler, null); }
public GenericUIAnimation(T view, AnimationAction <T> animation) { this.view = view; this.animation = animation; }
private void PlayAnimation(string anim, AnimationAction action, WrapMode wrap, float speed, int layerIndex) { currentAnimations[layerIndex].Animation = anim; currentAnimations[layerIndex].Action = action; currentAnimations[layerIndex].Wrap = wrap; currentAnimations[layerIndex].Speed = speed; currentAnimations[layerIndex].Layer = layerIndex; currentAnimations[layerIndex].IsPlaying = true; _avatarController.Animate(anim, action, wrap, speed, layerIndex); }
public void OnGameItemAnimate(Game game, string gameItemId, string animation, AnimationAction action, byte animationWrap, float animationSpeed) { GameObject go = GameObject.Find(gameItemId); if (go != null) { ItemBase item = go.GetComponent<ItemBase>(); if (item != null) { item.SetAnimation(animation, action, animationWrap, animationSpeed); } } }
/// <summary> /// Initializes a new instance of the <see cref="AnimationResult"/> class. /// </summary> /// <param name="key">The key.</param> /// <param name="action">The action.</param> public AnimationResult(string key, AnimationAction action) { this.key = key; this.action = action; }
public void SetAnimation(string animationName, AnimationAction action, byte wrapMode, float speed) { if (_animations.ContainsKey(animationName)) { AnimationClip clip = _animations[animationName]; Animate(clip, (WrapMode)wrapMode, action == AnimationAction.Play, false); } }