// Use this for initialization void Start () { animator = GetComponent<Animator> (); if (animator.layerCount > 1) { int index = animator.GetLayerIndex("ArmLayer"); animator.SetLayerWeight(index,1.0f); } }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (firstSetting) { this.shootingLayer = animator.GetLayerIndex("Shoot"); this.firstSetting = false; } animator.SetLayerWeight(shootingLayer, 0.4f); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (firstSetting) { this.controller = animator.GetComponent<ControllerAIHumanoid>(); this.shootingLayer = animator.GetLayerIndex("Shoot"); this.firstSetting = false; } animator.SetLayerWeight(shootingLayer, 1f); }
public override void OnEnter() { base.OnEnter(); this.animator = base.GetModelAnimator(); this.childLocator = base.GetModelChildLocator(); this.localUser = LocalUserManager.readOnlyLocalUsersList[0]; base.characterBody.hideCrosshair = true; if (base.GetAimAnimator()) { base.GetAimAnimator().enabled = false; } this.animator.SetLayerWeight(animator.GetLayerIndex("AimPitch"), 0); this.animator.SetLayerWeight(animator.GetLayerIndex("AimYaw"), 0); if (this.animDuration == 0 && this.duration != 0) { this.animDuration = this.duration; } if (this.duration > 0) { base.PlayAnimation("FullBody, Override", this.animString, "Emote.playbackRate", this.duration); } else { base.PlayAnimation("FullBody, Override", this.animString, "Emote.playbackRate", this.animDuration); } this.activePlayID = Util.PlaySound(soundString, base.gameObject); if (this.normalizeModel) { if (base.modelLocator) { base.modelLocator.normalizeToFloor = true; } } this.initialTime = Time.fixedTime; }
void Awake() { ani = GetComponent <Animator>(); mDefaultLayer = ani.GetLayerIndex("BaseCw"); run_Hash = Animator.StringToHash("BaseCw.Run"); idle_Hash = Animator.StringToHash("BaseCw.Idle"); idle01_Hash = Animator.StringToHash("BaseCw.Idle01"); idle02_Hash = Animator.StringToHash("BaseCw.Idle02"); Init(nodeId, mCwType); mUImanager = Singleton <GUIManager> .Instance; }
// Token: 0x060029E4 RID: 10724 RVA: 0x000AFEF0 File Offset: 0x000AE0F0 protected static void PlayAnimationOnAnimator(Animator modelAnimator, string layerName, string animationStateName, string playbackRateParam, float duration) { int layerIndex = modelAnimator.GetLayerIndex(layerName); modelAnimator.SetFloat(playbackRateParam, 1f); modelAnimator.PlayInFixedTime(animationStateName, layerIndex, 0f); modelAnimator.Update(0f); float length = modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).length; modelAnimator.SetFloat(playbackRateParam, length / duration); }
private void AnimationController() { ///TODO: ///Check movement states and adjust animator accordingly //Get current weapons Animator anim = CurrentWeapon.WeaponTransform.GetComponent <Animator>(); if (PlayerMovementState == MovementState.Idle) { anim.SetBool("IsIdle", true); } else { anim.SetBool("IsIdle", false); } if (PlayerMovementState == MovementState.Walking) { anim.SetBool("IsWalking", true); } else { anim.SetBool("IsWalking", false); } if (PlayerMovementState == MovementState.Running) { anim.SetBool("IsRunning", true); } else { anim.SetBool("IsRunning", false); } //Shooting if (IsShooting && CanShoot && !IsReloading) { anim.Play(string.Format("{0}_shoot", CurrentWeapon.Name)); } //manager gun postition if the weapon has an empty position int emptyWeaponIndex = anim.GetLayerIndex("EmptyWeapon"); if (emptyWeaponIndex != -1) { if (CurrentWeapon.Clip == 0 && CurrentWeapon.Clips == 0) { anim.SetLayerWeight(emptyWeaponIndex, 1); } else { anim.SetLayerWeight(emptyWeaponIndex, 0); } } }
private void Start() { anim = GetComponent <Animator>(); anim.SetLayerWeight(anim.GetLayerIndex(layerName), 1); emotionAnimationBind = new Dictionary <string, AnimationClip>(); for (int i = 0; i < emotion.Length; i++) { emotionAnimationBind.Add(emotion[i], animations[i]); } }
void Init() { anim = GetComponent <Animator>(); nav = GetComponent <UnityEngine.AI.NavMeshAgent>(); run_Hash = Animator.StringToHash("BaseCw.Run"); idle01_Hash = Animator.StringToHash("BaseCw.Idle01"); layerIndex = anim.GetLayerIndex("BaseCw"); nav.stoppingDistance = 0.8f; nav.speed = master.moveSpeed - 0.1f; CreateNameLabel(); }
private void Start() { m_showAfterInputFocusAcquired = new List <Renderer>(); // Collision starts disabled. We'll enable it for certain cases such as making a fist. m_colliders = this.GetComponentsInChildren <Collider>().Where(childCollider => !childCollider.isTrigger).ToArray(); CollisionEnable(false); // Get animator layer indices by name, for later use switching between hand visuals m_animLayerIndexPoint = m_animator.GetLayerIndex(ANIM_LAYER_NAME_POINT); m_animLayerIndexThumb = m_animator.GetLayerIndex(ANIM_LAYER_NAME_THUMB); m_animParamIndexFlex = Animator.StringToHash(ANIM_PARAM_NAME_FLEX); m_animParamIndexPose = Animator.StringToHash(ANIM_PARAM_NAME_POSE); OVRManager.InputFocusAcquired += OnInputFocusAcquired; OVRManager.InputFocusLost += OnInputFocusLost; #if UNITY_EDITOR OVRPlugin.SendEvent("custom_hand", (SceneManager.GetActiveScene().name == "CustomHands").ToString(), "sample_framework"); #endif }
IEnumerator waitForMenuFadeout(Action callback) { int layerNum = animator.GetLayerIndex("Base Layer"); while (animator.GetCurrentAnimatorStateInfo(layerNum).IsName("Menu_Exit_Anim") || animator.GetCurrentAnimatorStateInfo(layerNum).IsName("Menu_Idle")) { yield return(null); } callback(); }
// Token: 0x06001F62 RID: 8034 RVA: 0x000884FC File Offset: 0x000866FC public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); int layerIndex2 = layerIndex; if (this.layerName.Length > 0) { layerIndex2 = animator.GetLayerIndex(this.layerName); } animator.SetLayerWeight(layerIndex2, 0f); }
/// <summary> Function to Activate the correct myAnimator Layers (String: Layer to Activate) </summary> public void ActivateLayer(string layerName) { // Go through all possible Layers for (int i = 0; i < myAnimator.layerCount; i++) { // Set all Layers in myAnimator to Disabled (0) myAnimator.SetLayerWeight(i, 0); } //Enable Layer on Given Index by Name myAnimator.SetLayerWeight(myAnimator.GetLayerIndex(layerName), 1); }
// Token: 0x06002A5A RID: 10842 RVA: 0x000B2390 File Offset: 0x000B0590 public override void OnEnter() { base.OnEnter(); Animator modelAnimator = base.GetModelAnimator(); if (modelAnimator) { int layerIndex = modelAnimator.GetLayerIndex("Body"); modelAnimator.Play("Sleep", layerIndex, 0f); } }
private void PlayAnimation(string layerName, string animationStateName, string playbackRateParam, float duration, Animator animator) { int layerIndex = animator.GetLayerIndex(layerName); animator.SetFloat(playbackRateParam, 1f); animator.PlayInFixedTime(animationStateName, layerIndex, 0f); animator.Update(0f); float length = animator.GetCurrentAnimatorStateInfo(layerIndex).length; animator.SetFloat(playbackRateParam, length / duration); }
void Start() { if (firstPersonArm != null) { armUpPos = firstPersonArm.localPosition; armDownPos = armUpPos - new Vector3(0, 1, 0); firstPersonArm.localPosition = armDownPos; } anim = GetComponent <Animator>(); animLayerForward = anim.GetLayerIndex("Forward"); animLayerStrafe = anim.GetLayerIndex("Strafe"); animBoolRun = Animator.StringToHash("Running"); animBoolCrouch = Animator.StringToHash("Crouching"); animBoolOrb = Animator.StringToHash("HasOrb"); animFloatDir = Animator.StringToHash("Direction"); Transform spawnPos = GameObject.Find("Human Spawn Location").transform; controller.position = transform.position = spawnPos.position; controller.rotation = transform.rotation = spawnPos.rotation; }
void StartAtnimation() { an = GetComponent <Animator>(); GetComponent <Animator>().enabled = true; an.speed = TL_TimeLineMng.mult; float ratio = 1.0f / AnimationSet.Count; foreach (var b in AnimationSet) { an.SetLayerWeight(an.GetLayerIndex(b.name), ratio); Debug.Log(an.GetLayerWeight(an.GetLayerIndex(b.name))); an.Play(b.name); } FindObjectOfType <Cam_EffectPlayer>().DispatchEffect(this); an = null; }
protected virtual void Awake() { _animator = GetComponent <Animator>(); _steeringHashID = Animator.StringToHash("Steering"); _thrustXHashID = Animator.StringToHash("ThrustX"); _thrustYHashID = Animator.StringToHash("ThrustY"); _shieldHashID = _animator.GetLayerIndex("Shield"); _weapons = new List <Weapon>(); _weapons.Add(Weapon); }
public void Play() { Animator anim = GameObject.Find("Main Camera").GetComponent <Animator>(); MenuManager._instance.BackScreen(() => { anim.Play("MoveCamera", anim.GetLayerIndex("SecondPosition")); }); StartCoroutine(WaitFor(2.7f, () => { GetComponent <LevelPresenter>().ShowLevels(); })); }
void Update() { if (CanFire == true) { if (TheAnimator.GetCurrentAnimatorStateInfo(TheAnimator.GetLayerIndex("Gun")).normalizedTime % 1 >= FireOnAnimationTime) { GameObject bullet = (GameObject)Instantiate(ProjectilePrefab, transform.position, transform.rotation); bullet.GetComponent <PlayerBullet>().Direction = new Vector3(transform.forward.x, 0, transform.forward.z); //transform.rotation = Quaternion.Euler(transform.forward.x, transform.forward.y, transform.forward.z); CanFire = false; } } else { if (TheAnimator.GetCurrentAnimatorStateInfo(TheAnimator.GetLayerIndex("Gun")).normalizedTime % 1 <= FireOnAnimationTime) { CanFire = true; } } }
void AnimationUpdate() { if (hurtCountdown > 0f) { hurtCountdown -= Time.deltaTime; } if (!endingLevel) { anim.SetFloat("speed", Mathf.Abs(Input.GetAxis("Horizontal"))); //Facing direction if (facingRight && (Input.GetAxis("Horizontal") < 0)) { facingRight = false; FlipSprite(); } else if (!facingRight && (Input.GetAxis("Horizontal") > 0)) { facingRight = true; FlipSprite(); } } anim.SetBool("grounded", grounded); if (currentMehrio == PlayerWeaponStates.small) { anim.SetLayerWeight(anim.GetLayerIndex("Small Layer"), 1); anim.SetLayerWeight(anim.GetLayerIndex("Fire Layer"), 0); anim.SetLayerWeight(anim.GetLayerIndex("Base Layer"), 0); } else if (currentMehrio.Equals(PlayerWeaponStates.fireball)) { anim.SetLayerWeight(anim.GetLayerIndex("Small Layer"), 0); anim.SetLayerWeight(anim.GetLayerIndex("Fire Layer"), 1); anim.SetLayerWeight(anim.GetLayerIndex("Base Layer"), 0); } else { anim.SetLayerWeight(anim.GetLayerIndex("Small Layer"), 0); anim.SetLayerWeight(anim.GetLayerIndex("Fire Layer"), 0); anim.SetLayerWeight(anim.GetLayerIndex("Base Layer"), 1); } }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (Mathf.Abs(animatorAI.transform.rotation.eulerAngles.y - animatorAI.rotateAngle) > 1f) { float angle = Mathf.MoveTowardsAngle(animatorAI.transform.rotation.eulerAngles.y, animatorAI.rotateAngle, animatorAI.rotateSpeed * Time.deltaTime); animatorAI.transform.rotation = Quaternion.Euler(0, angle, 0); } else { animator.Play("Move", animator.GetLayerIndex("Behaviors")); } }
private void Awake() { InitializeInput(); animator = GetComponent <Animator>(); combatLayerIndex = animator.GetLayerIndex("Combat"); m_ComboTree.SetAnimator(animator, combatLayerIndex); m_ComboTree.Initialize(this); m_DamageTrigger.Initialize(this); }
void ActivateLayer(string layerName) { if (gearSlotAnimator != null) { for (int i = 0; i < gearSlotAnimator.layerCount; i++) { gearSlotAnimator.SetLayerWeight(i, 0); } gearSlotAnimator.SetLayerWeight(gearSlotAnimator.GetLayerIndex(layerName), 1); } }
void Start() { _animatorLayer = _animator.GetLayerIndex(_animatorLayerName); if (_animatorLayer == -1) { _animatorLayer = 0; } if (_checkOnStart) { StartChecking(); } }
void Animate() { if (playerController.movementDirection != Vector2.zero) { animator.SetFloat("Horizontal", playerController.movementDirection.x); animator.SetFloat("Vertical", playerController.movementDirection.y); } animator.SetFloat("Speed", playerController.movementSpeed); if (gpm.playerInWater) { animator.SetLayerWeight(animator.GetLayerIndex("Walking"), 0f); animator.SetLayerWeight(animator.GetLayerIndex("Swimming"), 1f); } else if (!gpm.playerInWater) { animator.SetLayerWeight(animator.GetLayerIndex("Walking"), 1f); animator.SetLayerWeight(animator.GetLayerIndex("Swimming"), 0f); } }
void Awake() { _npcData = new NpcData(); _agentCollider = GetComponent <Collider>(); _rigidbody = GetComponent <Rigidbody>(); _animator = GetComponent <Animator>(); _audioSource = GetComponent <AudioSource>(); _npcData.StateMachine = GetComponent <NPCStateMachine>(); _punchLayerIndex = _animator.GetLayerIndex("Punch Layer"); _npcData.PreviousLocation = transform.position; InvokeRepeating("GotStuck", 0.5f, 1f); }
IEnumerator waitForCreditsFadeOut(Animator creditsAnimator, Action callback) { int layerNumber = creditsAnimator.GetLayerIndex("Base Layer"); while (creditsAnimator.GetCurrentAnimatorStateInfo(layerNumber).IsName("Credits_Fade_out") || creditsAnimator.GetCurrentAnimatorStateInfo(layerNumber).IsName("Idle")) { yield return(null); } creditsAnimator.gameObject.SetActive(false); callback(); }
// Token: 0x06002C0B RID: 11275 RVA: 0x000BA20C File Offset: 0x000B840C protected void AuthorityFixedUpdate() { Animator modelAnimator = base.GetModelAnimator(); if (modelAnimator) { int layerIndex = modelAnimator.GetLayerIndex("Base"); if (layerIndex != -1 && modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).IsName("Idle")) { this.TransitionIntoNextState(); } } }
// Token: 0x060004A5 RID: 1189 RVA: 0x00013550 File Offset: 0x00011750 public override void OnEnter() { base.OnEnter(); Animator modelAnimator = base.GetModelAnimator(); if (modelAnimator) { int layerIndex = modelAnimator.GetLayerIndex("Body"); modelAnimator.Play("EmoteSurprise", layerIndex, 0f); modelAnimator.Update(0f); this.duration = modelAnimator.GetCurrentAnimatorStateInfo(layerIndex).length; } }
private void OnEnable() { if (characterAnimator == null) { characterAnimator = GetComponent <Animator>(); } if (rb == null) { rb = GetComponent <Rigidbody>(); } //if (rightHandIKAnimator == null) rightHandIKAnimator = rightHandIK.GetComponent<Animator>(); cameraRig.gameObject.SetActive(true); characterAnimator.SetBool("Aiming", true); //characterAnimator.SetLayerWeight(characterAnimator.GetLayerIndex("Right Hand IK"), 1f); //characterAnimator.SetLayerWeight(characterAnimator.GetLayerIndex("Left Hand IK"), 1f); characterAnimator.SetLayerWeight(characterAnimator.GetLayerIndex("Legs"), 1f); aimingRigAnimator.Play("Vertical Aiming", 0, verticalAngle); aimingRigAnimator.Update(1f); if (aimIK == null) { aimIK = GetComponent <AimIK>(); } if (fbbIK == null) { fbbIK = GetComponent <FullBodyBipedIK>(); } if (lookAtIK == null) { lookAtIK = GetComponent <LookAtIK>(); } aimIK.enabled = false; fbbIK.enabled = false; lookAtIK.enabled = false; fbbIK.solver.leftArmChain.bendConstraint.weight = 1f; }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animatorAI == null) { animatorAI = animator.gameObject.GetComponent <AnimatorAI>(); } timeEnteredState = Time.time; animatorAI.topText.SetText("CurrentBehavior:" + this.GetType().ToString()); animator.Play("Attack01", animator.GetLayerIndex("Base Layer")); }
//----------------------------Use this for initialization--------------------------------------------------------------------------------------- void Start() { SetAnimator(); hashs = GetComponent <HashIDs>(); Col = GetComponent <CapsuleCollider>(); RigidRider = GetComponent <Rigidbody>(); MountLayer = anim.GetLayerIndex("Mounted"); if (CharacterCamera) { CharacterCamera.SetTarget(transform); } }
public EnemyAnimation(Animator animator) { if (animator == null) Debug.Log("Enemy has been created without an animator on it blud"); _animator = animator; _baseLayer = _animator.GetLayerIndex("Base Layer"); }