private void AnimatorEnteredState(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag) { if (_eventTrigger != StartingStateOrStateEntry.OnlyStartingState) { EnteredState(stateReporter, state, tag); } }
public SerializableStateReference(SerializableStateReference original) { if (original != null) { _name = original._name; _guid = original._guid; } }
void Reporter_EnteredState(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag) { LastStateEntered = state; if (AnimatorEnteredState != null) { AnimatorEnteredState(stateReporter, state, tag); } }
public SerializableStateReference ToSerializableReference() { if (_serializableReference == null) { _serializableReference = new SerializableStateReference(_stateName, _guidString); } return(_serializableReference); }
public StateBinding(StateBinding original) { if (original != null) { _stateEntered = new SerializableStateReference(original._stateEntered); _parameter = new SerializableAnimatorControllerParameter(original._parameter); _isDelayed = original._isDelayed; _delayTime = original._delayTime; } }
private void EnteredState(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag) { if (state.Name == _stateName) { _eventCR = StartCoroutine(InvokeEvent()); } else if (_eventCR != null) { StopCoroutine(_eventCR); _eventCR = null; } }
/// <summary> /// Get an index that represents the state in the broadcaster state arrays. Comparison is made by Guid. /// </summary> /// <param name="state"> /// The state to look for. /// </param> private int GetStateIndex(SerializableStateReference state) { if (state != null) { for (int i = 1; i < _broadcasterStates.Length; i++) { if (_broadcasterStates[i].Guid == state.Guid) { return(i); } } } // Couldn't find the state, default to "Unassigned" return(0); }
private void EnteredState(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag) { StopDelayedParameterChanges(); foreach (var binding in _stateBindings) { if (binding.StateEntered.Guid == state.Guid) { if (!binding.IsDelayed) { Receiver.SetParameter(binding.Parameter); } else if (gameObject.activeInHierarchy) { _delayedParameterSets.Add(StartCoroutine(SetParameterAfterDelay(binding.DelayTime, binding.Parameter))); } } } }
void Broadcaster_AnimatorStateEntered(MecanimStateEnteredReporter stateReporter, SerializableStateReference state, StateTransitionTag tag) { EnteredState(stateReporter, state, tag); }