コード例 #1
0
 // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_OGIVEUP)].Name))
     {
         // 投了モーション中
         if (2.0f <= stateInfo.normalizedTime % 1 * animator.GetCurrentAnimatorClipInfo(0)[0].clip.frameRate)
         {
             Main_PlayerScript script = animator.gameObject.GetComponent <Main_PlayerScript>();
             if (!script.MainCameraScript.IsResignCalled)
             {
                 script.ResignCall();
             }
         }
     }
 }
コード例 #2
0
    // OnStateExit is called before OnStateExit is called on any state inside this state machine
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_JMOVE_JMOVE0)].Name)) // 屈伸が終わった時
        {
            Main_PlayerScript script = animator.gameObject.GetComponent <Main_PlayerScript>();
            script.JMove0Exit();
        }
        else if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_OGIVEUP)].Name))
        {
            // 投了モーションが終わった時。
            animator.SetBool(SceneCommon.BOOL_GIVEUPING, false);

            Main_PlayerScript script = animator.gameObject.GetComponent <Main_PlayerScript>();
            script.IsResign = true;
        }
    }
コード例 #3
0
 // OnStateEnter is called before OnStateEnter is called on any state inside this state machine
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     #region 立ち
     if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_SWAIT)].Name)) // 立ち待機
     {
         animator.SetInteger(SceneCommon.INTEGER_ACTIONING, (int)TilesetfileType.Stand);
     }
     #endregion
     #region ジャンプ
     else if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_JMOVE_JMOVE0)].Name)) // ジャンプに着手した。
     {
         animator.SetInteger(SceneCommon.INTEGER_ACTIONING, (int)TilesetfileType.Jump);
         animator.SetBool(SceneCommon.BOOL_JMOVE0, true);
     }
     else if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_JMOVE_JMOVE1)].Name)) // 上昇
     {
         Main_PlayerScript script = animator.gameObject.GetComponent <Main_PlayerScript>();
         script.Jump1();
     }
     #endregion
     #region 屈み
     else if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_CWAIT)].Name)) // かがみ待機
     {
         animator.SetInteger(SceneCommon.INTEGER_ACTIONING, (int)TilesetfileType.Crouch);
     }
     #endregion
     #region その他
     else if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_OBACKSTEP)].Name)) // バックステップ
     {
         animator.SetInteger(SceneCommon.INTEGER_ACTIONING, (int)TilesetfileType.Stand);
     }
     else if (stateInfo.IsName(AControl.Instance.StateHash_to_record[Animator.StringToHash(Main_Char3_AbstractAControl.BASELAYER_OGIVEUP)].Name))
     {
         animator.SetBool(SceneCommon.BOOL_GIVEUPING, true);
     }
     #endregion
 }