private void Animation() { Animator animator = GetComponent <Animator>(); AnimatorOverrideController aoc = new AnimatorOverrideController(animator.runtimeAnimatorController); AnimatorOverride.AnimationOverride("DefaultProjectiles", _projectilesData.Anim, aoc, animator); }
private void SetAnimation(EnemyData enemyData, Animator animator) { AnimatorOverrideController aoc = new AnimatorOverrideController(animator.runtimeAnimatorController); AnimatorOverride.EnemyAnimationOverride("Walk", enemyData.Move, aoc, animator); AnimatorOverride.EnemyAnimationOverride("Idle", enemyData.Idle, aoc, animator); AnimatorOverride.EnemyAnimationOverride("Attack", enemyData.Attack, aoc, animator); }
private void Initiate() { GetComponent <EdgeCollider2D>().points = _portalData.Col; AnimatorOverrideController aoc = new AnimatorOverrideController(_a.runtimeAnimatorController); AnimatorOverride.AnimationOverride("Default", _portalData.Animation, aoc, _a); _a.speed = 0.6f; }
private void SetAnimation() { AnimatorOverrideController aoc = new AnimatorOverrideController(_a.runtimeAnimatorController); AnimatorOverride.AnimationOverride("DefaultMove", _playerData.Move, aoc, _a); AnimatorOverride.AnimationOverride("DefaultIdle", _playerData.Idle, aoc, _a); AnimatorOverride.AnimationOverride("DefaultAttack", _playerData.Attack, aoc, _a); AnimatorOverride.AnimationOverride("DefaultDash", _playerData.Dash, aoc, _a); }
internal RuntimeAnimatorController GetController(Animator local) { AnimatorOverride animatorOverride = _animators.FirstOrDefault(o => o.animator == local); if (animatorOverride == null) { return(null); } return(animatorOverride.controllerOverride); }
public void Initialise() { AnimatorOverrideController aoc = new AnimatorOverrideController(_a.runtimeAnimatorController); AnimatorOverride.AnimationOverride("Default", _simpleDecoration.Anim, aoc, _a); if (_simpleDecoration.AsCol) { gameObject.AddComponent <EdgeCollider2D>().points = _simpleDecoration.Col; } int mult = -10; if (_simpleDecoration.Behind) { mult = -12; } SpriteRenderer s = GetComponent <SpriteRenderer>(); s.material = _simpleDecoration.Material; s.sortingOrder = (int)((transform.parent.position.y + transform.position.y) * mult); if (_simpleDecoration.Color.Length != 0) { GameObject go = new GameObject("Light"); go.transform.parent = transform; GameObject light = Instantiate(go, transform.position - new Vector3(0, 0, .5f), Quaternion.identity, go.transform); Light o = light.gameObject.AddComponent <Light>(); o.color = new Color(_simpleDecoration.Color[0], _simpleDecoration.Color[1], _simpleDecoration.Color[2]); o.intensity = _simpleDecoration.Intensity; o.range = _simpleDecoration.Range; o.bounceIntensity = 0; o.renderMode = LightRenderMode.ForcePixel; } }
private void SetAnimation() { AnimatorOverrideController aoc = new AnimatorOverrideController(_a.runtimeAnimatorController); AnimatorOverride.AnimationOverride("DefaultDashParticules", _playerData.DashParticles, aoc, _a); }