CrossFade() public method

public CrossFade ( string animation ) : void
animation string
return void
コード例 #1
0
    // Use this for initialization
    void Start()
    {
        EnemyHealth = 10;
        nextAction = Time.time;
        an = GetComponent<Animation>();

        an.CrossFade ("run");
    }
コード例 #2
0
    private void LoopAnimation(string thisAnimation, Animation anim)
    {
        anim.wrapMode = WrapMode.Loop;

        anim.CrossFade(thisAnimation);

        anim[thisAnimation].time = Random.Range(0f, 3f);
    }
コード例 #3
0
ファイル: IronRail.cs プロジェクト: lbddk/ahzs-client
 private void RollTrack(Animation track, int defaultRollTime)
 {
     if (track != null)
     {
         track.CrossFade("10107_Trap01");
         SetNextRoll(track, defaultRollTime);
     }
 }
コード例 #4
0
 void Start()
 {
     smooth = 5.0f;
     scaler = 25.0f;
     walkingSpeed = 5.0f;
     velocity = Vector3.zero;
     anim = GetComponent<Animation> ();
     anim.CrossFade ("soldierIdleRelaxed");
     previousValidPos = transform.position;
 }
コード例 #5
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 /// <summary>
 /// Execute legacy animation.
 /// </summary>
 /// <param name="clip">Legacy Animation Clip.</param>
 /// <param name="fadeLength">Period of time over which animation clip will fade.</param>
 /// <param name="force">Legacy Animation Clip.</param>
 public void Animate(AnimationClip clip, float fadeLength = 0.3F, bool force = false)
 {
     if (_animation && clip != null)
     {
         if (force)
         {
             _animation.Stop();
         }
         _animation.CrossFade(clip.name, fadeLength);
     }
 }
コード例 #6
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        public AnimationState CrossFadeAnim(AnimGroup group, AnimIndex anim, float duration, PlayMode playMode)
        {
            var animState = LoadAnim(group, anim);

            _curAnimGroup = AnimGroup = group;
            _curAnim      = AnimIndex = anim;

            _anim.CrossFade(animState.name, duration, playMode);

            return(animState);
        }
コード例 #7
0
 void MirrorCharacterAnimations()
 {
     if (mirrorCharacterAnim) {
         animation = transform.Find("Model").GetComponent<Animation>();
         if (animation != null) {
             if (originalController == null) {
                 originalController = original.GetComponent<Character>().controller;
             }
             animation[originalController.animationPlaying].speed = originalController.animationSpeed;
             animation.CrossFade(originalController.animationPlaying);
         }
     }
 }
コード例 #8
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 static public int CrossFade__String(IntPtr l)
 {
     try {
         UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
         System.String         a1;
         checkType(l, 2, out a1);
         self.CrossFade(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #9
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 public static int CrossFade2_wrap(long L)
 {
     try
     {
         long nThisPtr             = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.Animation obj = get_obj(nThisPtr);
         string arg0 = FCLibHelper.fc_get_string_a(L, 0);
         obj.CrossFade(arg0);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
コード例 #10
0
 public static int CrossFade_wrap(long L)
 {
     try
     {
         long nThisPtr             = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.Animation obj = get_obj(nThisPtr);
         string arg0 = FCLibHelper.fc_get_string_a(L, 0);
         float  arg1 = FCLibHelper.fc_get_float(L, 1);
         UnityEngine.PlayMode arg2 = (UnityEngine.PlayMode)(FCLibHelper.fc_get_int(L, 2));
         obj.CrossFade(arg0, arg1, arg2);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
コード例 #11
0
 static public int CrossFade(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 5)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 3, out a1);
             System.Single a2;
             checkType(l, 4, out a2);
             UnityEngine.PlayMode a3;
             checkEnum(l, 5, out a3);
             self.CrossFade(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 4)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 3, out a1);
             System.Single a2;
             checkType(l, 4, out a2);
             self.CrossFade(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 3, out a1);
             self.CrossFade(a1);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #12
0
 static public int CrossFade__String__Single__PlayMode(IntPtr l)
 {
     try {
         UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
         System.String         a1;
         checkType(l, 2, out a1);
         System.Single a2;
         checkType(l, 3, out a2);
         UnityEngine.PlayMode a3;
         checkEnum(l, 4, out a3);
         self.CrossFade(a1, a2, a3);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #13
0
        public void PlayAnimation(UnityEngine.AnimationClip animationClip)
        {
            if (animationClip == null)
            {
                throw new ArgumentNullException("animationClip");
            }

            if (mAnimationComponent[animationClip.name] == null)
            {
                mAnimationComponent.AddClip(animationClip, animationClip.name);
            }
            if (mAnimationComponent.gameObject.active == true)
            {
                mAnimationComponent[animationClip.name].enabled = true;
                mAnimationComponent[animationClip.name].weight  = 1.0f;
                mAnimationComponent.CrossFade(animationClip.name, 0.3f, PlayMode.StopAll);
            }
        }
コード例 #14
0
    static int CrossFade(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Animation.Register");
#endif
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
                string arg0 = ToLua.CheckString(L, 2);
                obj.CrossFade(arg0);
                return(0);
            }
            else if (count == 3)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
                string arg0 = ToLua.CheckString(L, 2);
                float  arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
                obj.CrossFade(arg0, arg1);
                return(0);
            }
            else if (count == 4)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
                string arg0 = ToLua.CheckString(L, 2);
                float  arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
                UnityEngine.PlayMode arg2 = (UnityEngine.PlayMode)ToLua.CheckObject(L, 4, typeof(UnityEngine.PlayMode));
                obj.CrossFade(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.CrossFade"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #15
0
 static public int CrossFade(IntPtr l)
 {
     try{
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 4)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             UnityEngine.PlayMode a3;
             checkEnum(l, 4, out a3);
             self.CrossFade(a1, a2, a3);
             return(0);
         }
         else if (argc == 3)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             self.CrossFade(a1, a2);
             return(0);
         }
         else if (argc == 2)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             self.CrossFade(a1);
             return(0);
         }
         LuaDLL.luaL_error(l, "No matched override function to call");
         return(0);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #16
0
    static int CrossFade(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject <UnityEngine.Animation>(L, 1);
                string arg0 = ToLua.CheckString(L, 2);
                obj.CrossFade(arg0);
                return(0);
            }
            else if (count == 3)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject <UnityEngine.Animation>(L, 1);
                string arg0 = ToLua.CheckString(L, 2);
                float  arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
                obj.CrossFade(arg0, arg1);
                return(0);
            }
            else if (count == 4)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject <UnityEngine.Animation>(L, 1);
                string arg0 = ToLua.CheckString(L, 2);
                float  arg1 = (float)LuaDLL.luaL_checknumber(L, 3);
                UnityEngine.PlayMode arg2 = (UnityEngine.PlayMode)ToLua.CheckObject(L, 4, TypeTraits <UnityEngine.PlayMode> .type);
                obj.CrossFade(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.CrossFade"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #17
0
    static int CrossFade(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string)))
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1);
                string arg0 = ToLua.ToString(L, 2);
                obj.CrossFade(arg0);
                return(0);
            }
            else if (count == 3 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string), typeof(float)))
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1);
                string arg0 = ToLua.ToString(L, 2);
                float  arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                obj.CrossFade(arg0, arg1);
                return(0);
            }
            else if (count == 4 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string), typeof(float), typeof(UnityEngine.PlayMode)))
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1);
                string arg0 = ToLua.ToString(L, 2);
                float  arg1 = (float)LuaDLL.lua_tonumber(L, 3);
                UnityEngine.PlayMode arg2 = (UnityEngine.PlayMode)ToLua.ToObject(L, 4);
                obj.CrossFade(arg0, arg1, arg2);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.CrossFade"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #18
0
 static int QPYX_CrossFade_YXQP(IntPtr L_YXQP)
 {
     try
     {
         int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
         if (QPYX_count_YXQP == 2)
         {
             UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation));
             string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 2);
             QPYX_obj_YXQP.CrossFade(QPYX_arg0_YXQP);
             return(0);
         }
         else if (QPYX_count_YXQP == 3)
         {
             UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation));
             string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 2);
             float  QPYX_arg1_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 3);
             QPYX_obj_YXQP.CrossFade(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
             return(0);
         }
         else if (QPYX_count_YXQP == 4)
         {
             UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation));
             string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 2);
             float  QPYX_arg1_YXQP = (float)LuaDLL.luaL_checknumber(L_YXQP, 3);
             UnityEngine.PlayMode QPYX_arg2_YXQP = (UnityEngine.PlayMode)ToLua.CheckObject(L_YXQP, 4, typeof(UnityEngine.PlayMode));
             QPYX_obj_YXQP.CrossFade(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP);
             return(0);
         }
         else
         {
             return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Animation.CrossFade"));
         }
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
コード例 #19
0
 public void Start()
 {
     string audioClipName = GetParameter(0);
     string animationClipName = GetParameter(1);
     finalClipName = GetParameter(2);
     subject = GetSubject(3);
     anim = (subject == null) ? null : subject.GetComponent<Animation>();
     AudioClip audioClip = (!string.IsNullOrEmpty(audioClipName)) ? (DialogueManager.LoadAsset(audioClipName) as AudioClip) : null;
     if ((subject == null) || (anim == null)) {
         if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: Voice({1}, {2}, {3}, {4}) command: No Animation component found on {3}.", new System.Object[] { DialogueDebug.Prefix, audioClipName, animationClipName, finalClipName, (subject != null) ? subject.name : GetParameter(2) }));
     } else if (audioClip == null) {
         if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: Voice({1}, {2}, {3}, {4}) command: Clip is null.", new System.Object[] { DialogueDebug.Prefix, audioClipName, animationClipName, finalClipName, subject.name }));
     } else if (string.IsNullOrEmpty(animationClipName)) {
         if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: Voice({1}, {2}, {3}, {4}) command: Animation name is blank.", new System.Object[] { DialogueDebug.Prefix, audioClipName, animationClipName, finalClipName, subject.name }));
     } else {
         if (DialogueDebug.LogInfo) Debug.Log(string.Format("{0}: Sequencer: Voice({1}, {2}, {3}, {4})", new System.Object[] { DialogueDebug.Prefix, audioClipName, animationClipName, finalClipName, Tools.GetObjectName(subject) }));
         audioSource = SequencerTools.GetAudioSource(subject);
         if (audioSource == null) {
             if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: Voice() command: can't find or add AudioSource to {1}.", new System.Object[] { DialogueDebug.Prefix, subject.name }));
         } else {
             if (IsAudioMuted()) {
                 if (DialogueDebug.LogInfo) Debug.Log(string.Format("{0}: Sequencer: Voice({1}, {2}, {3}, {4}): Audio is muted; not playing it.", new System.Object[] { DialogueDebug.Prefix, audioClipName, animationClipName, finalClipName, Tools.GetObjectName(subject) }));
             } else {
                 //--- Was, prior to implementing pause: audioSource.PlayOneShot(audioClip);
                 audioSource.clip = audioClip;
                 audioSource.Play();
             }
             anim.CrossFade(animationClipName);
             try {
                 stopTime = DialogueTime.time + Mathf.Max(0.1f, anim[animationClipName].length - 0.3f);
                 if (audioClip.length > anim[animationClipName].length) stopTime = DialogueTime.time + audioClip.length;
             } catch (System.Exception) {
                 stopTime = 0;
             }
         }
     }
 }
コード例 #20
0
ファイル: PlayerObject.cs プロジェクト: jkevinp/SciHeroes
 public void SpecialAttack(Animation _anim, GameObject _target, float _dmg)
 {
     _anim.CrossFade("Special");
     _target.GetComponent<PlayerObject>().ApplyDamage(_dmg * 2);
     useSpecial = false;
     this.hasAttacked = true;
 }
コード例 #21
0
 // Use this for initialization
 public virtual void Start()
 {
     velocity = new Vector3 ();
     acceleration = new Vector3 ();
     accMagDefault = 50.0f;
     speedMaxDefault = 20.0f;
     walkingSpeed = 15.0f;
     epsilon = 2.0f;
     searchRadius = 100.0f;
     rayDistDefault = 20.0f;
     rayDist = rayDistDefault;
     closeRayDistDefault = 7.0f;
     closeRayDist = closeRayDistDefault;
     charWidth = 5.0f;
     smooth = 5.0f;
     obstacleWeight = 3.0f;
     charWeight = 1.0f;
     accMag = accMagDefault;
     speedMax = speedMaxDefault;
     anim = GetComponent<Animation> ();
     anim.CrossFade ("idle");
 }
コード例 #22
0
ファイル: clsurgutils.cs プロジェクト: GameDiffs/TheForest
 public static int metcrossfadetransitionanimation(Transform varpcharacter, string varpdestinationanimname, float varptransitiontime, Transform varpcontroller = null, string varpstateanimationname = "", bool varpgokinematic = true, string varpnewanimname = "transition", Animation varpanimationsystem = null, SkinnedMeshRenderer varprenderer = null, clsurganimationstatesmanager varpstatesmanager = null)
 {
     if (varpcharacter == null)
     {
         return -1;
     }
     if (varptransitiontime == 0f)
     {
         return -2;
     }
     if (varpanimationsystem == null)
     {
         varpanimationsystem = varpcharacter.root.GetComponentInChildren<Animation>();
         if (varpanimationsystem == null)
         {
             return -3;
         }
         varpanimationsystem.Stop();
     }
     if (varprenderer == null)
     {
         varprenderer = varpcharacter.root.GetComponentInChildren<SkinnedMeshRenderer>();
         if (varprenderer == null)
         {
             return -4;
         }
     }
     if (varpgokinematic)
     {
         clsurgutils.metgodriven(varpcharacter, true);
     }
     Vector3 localPosition = default(Vector3);
     if (varpcontroller != null)
     {
         Vector3 position = varpcharacter.position;
         varpcontroller.position = position;
         varpcharacter.localPosition = localPosition;
     }
     AnimationClip animationClip = clsurgutils.metcreatetransitionanimation(varpcharacter, varpdestinationanimname, varptransitiontime, varpnewanimname, ref localPosition, varpstatesmanager, false);
     if (animationClip != null)
     {
         varpanimationsystem.Stop();
         AnimationState animationState = varpanimationsystem[varpdestinationanimname];
         if (animationState != null && animationState.name != varpdestinationanimname)
         {
             varpanimationsystem.RemoveClip(varpnewanimname);
         }
         varpanimationsystem.AddClip(animationClip, varpnewanimname);
         if (varpstateanimationname != string.Empty)
         {
             varpanimationsystem[varpnewanimname].wrapMode = WrapMode.Once;
             varpanimationsystem.CrossFade(varpnewanimname);
             varpanimationsystem.CrossFadeQueued(varpstateanimationname);
         }
         else
         {
             varpanimationsystem.CrossFade(varpnewanimname);
         }
         return 1;
     }
     Debug.LogError("Could not create transition");
     return -5;
 }
コード例 #23
0
        public override void Seek(float time)
        {
            base.Seek(time);
            if (_LayerKeys == null)
            {
                _LayerKeys = new CrossFadeAnimationKey[10];                     // maximum 10 layer support
            }
            for (int i = 0; i < _LayerKeys.Length; i++)
            {
                _LayerKeys[i] = null;
            }

            if (_Animation != null && _Animation.enabled)
            {
                ResetAnimations();// reset weight of all used animations

                if (Keys != null && Keys.Length > 0 && Index >= 0)
                {
                    for (int i = 0; i <= Index; i++)
                    {
                        CrossFadeAnimationKey cfak = Keys[i] as CrossFadeAnimationKey;
                        if (cfak != null)
                        {
                            if (!string.IsNullOrEmpty(cfak._Animation))
                            {
                                AnimationState newState = _Animation[cfak._Animation];
                                if (newState != null)
                                {
                                    float stateWeight = 1.0f;
                                    if (cfak._Layer < _LayerKeys.Length)
                                    {
                                        if (_LayerKeys[cfak._Layer] != null)
                                        {
                                            AnimationState preState = _Animation[_LayerKeys[cfak._Layer]._Animation];
                                            if (preState != null)
                                            {
                                                if (time >= cfak.FireTime + cfak.FadeLenght)
                                                {
                                                    preState.weight = 0.0f;
                                                    preState.time   = 0.0f;
                                                }
                                                else if (time >= cfak.FireTime)
                                                {
                                                    stateWeight     = (time - cfak.FireTime) / cfak.FadeLenght;
                                                    preState.weight = 1.0f - stateWeight;
                                                    preState.time   = time - _LayerKeys[cfak._Layer].FireTime;
                                                }
                                            }
                                        }
                                        _LayerKeys[cfak._Layer] = cfak;
                                    }

                                    cfak.ApplyStateParameters(newState);
                                    _Animation.CrossFade(newState.name, 0, cfak.Mode);
                                    newState.weight = stateWeight;
                                    newState.time   = time - cfak.FireTime;
                                }
                            }
                        }
                    }
                }
                else if (!string.IsNullOrEmpty(_DefaultAnimation))
                {
                    AnimationState state = _Animation[_DefaultAnimation];

                    if (state != null)
                    {
                        _Animation.CrossFade(state.name, 0, PlayMode.StopAll);
                        state.time   = time;
                        state.weight = 1.0f;
                    }
                }

                _Animation.Sample();
                // this is a stupid code to make unity update animation completely in SceneView
                if (!Application.isPlaying)
                {
                    _Animation.enabled = false;
                    _Animation.enabled = true;
                }
            }
        }
コード例 #24
0
    public void Init(GameObject target)
    {
        if (!HasInitiated) {
            HasInitiated = true;
            player = target;

            animations = player.GetComponent<Animation>();
            animations.CrossFade(stateAnimation[animationState]);

            player.SetActive(false);
        }
    }
コード例 #25
0
ファイル: BehaviorClass.cs プロジェクト: 15466Group/Project1
    //methods
    // Use this for initialization
    public virtual void Start()
    {
        anim = GetComponent<Animation>();

        velocity = new Vector3 ();
        nextPosition = new Vector3 (); //position where char wants to move to next
        acceleration = new Vector3 ();
        targetAccel = new Vector3 ();
        accMag = 50.0f;
        maxRadsDelta = Mathf.Deg2Rad * 20.0f;
        maxMagDelta = 100.0f;
        maxSpeed = 20.0f;

        behaviorWeight = 1.0f;

        smooth = 5.0f;
        walkingSpeed = 20.0f;

        randomRad = 0.0f;

        charWidth = 5.0f;
        rayDist = 30.0f;
        rayDistMax = rayDist;
        originalMaxSpeed = maxSpeed;
        rayDistClose = 5.0f;

        anim.CrossFade ("idle");
        count = 0;
    }
コード例 #26
0
        /// <summary>
        /// 淡入淡出播放
        /// </summary>
        /// <param name="animation"></param>
        public void Play(string animation)
        {
            Debug.Log("11");

            m_Animation.CrossFade(animation, 0.2f, PlayMode.StopAll);
        }
コード例 #27
0
    public void SwitchSkin(GameObject skin)
    {
        Vector3 current_pos = player.transform.position;
        Vector3 current_rot = player.transform.eulerAngles;
        Vector3 current_scale = player.transform.localScale;

        player = skin;
        player.transform.position = current_pos;
        player.transform.eulerAngles = current_rot;
        player.transform.localScale = current_scale;

        animations = player.GetComponent<Animation>();
        animations.CrossFade(stateAnimation[animationState]);

        ShouldSwitch = false;
    }
コード例 #28
0
 static public int CrossFade(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             self.CrossFade(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             self.CrossFade(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 4)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             System.Single a2;
             checkType(l, 3, out a2);
             UnityEngine.PlayMode a3;
             a3 = (UnityEngine.PlayMode)LuaDLL.luaL_checkinteger(l, 4);
             self.CrossFade(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function CrossFade to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #29
0
ファイル: SoldierLocomotion.cs プロジェクト: SymphonyX/VAST
    private void AnimationSetup()
    {
        anim_  = GetComponent("Animation") as Animation;

        // loop in sync
        anim_["Walk"].layer = 1;
        anim_["Run"].layer = 1;
        anim_.SyncLayer(1);

        // speed up & play once
        anim_["RunJump"].wrapMode = WrapMode.ClampForever;
        anim_["RunJump"].speed = 2;
        anim_["Ladder_Up"].wrapMode = WrapMode.ClampForever;
        anim_["Ladder_Up"].speed = 2;
        anim_["Ladder_Down"].wrapMode = WrapMode.ClampForever;
        anim_["Ladder_Down"].speed = 2;

        if ( isADAPTMan_ )
        {
            anim_["Turn180"].wrapMode = WrapMode.ClampForever;
            anim_["Turn180"].speed = ladderSpeed_;
            anim_["Turn180-down"].wrapMode = WrapMode.ClampForever;
            anim_["Turn180-down"].speed = ladderSpeed_;
            anim_["Walk_Up"].wrapMode = WrapMode.ClampForever;
            anim_["Walk_Up"].speed = ladderSpeed_;
        }

        anim_.CrossFade("Idle", blendTime, PlayMode.StopAll);
    }
コード例 #30
0
 private bool PlayAnimation(Animation animation, string name)
 {
     bool b = false;
     if(animation != null && name != "" && animation[name] != null)
     {
         if(this.show) animation[name].layer = this.min;
         if(this.playOptions[this.number] == "Play")
         {
             animation.Play(name, this.playMode);
         }
         else if(this.playOptions[this.number] == "CrossFade")
         {
             animation.CrossFade(name, this.time, this.playMode);
         }
         else if(this.playOptions[this.number] == "Blend")
         {
             animation.Blend(name, this.speed, this.time);
         }
         else if(this.playOptions[this.number] == "PlayQueued")
         {
             animation.PlayQueued(name, this.queueMode, this.playMode);
         }
         else if(this.playOptions[this.number] == "CrossFadeQueued")
         {
             animation.CrossFadeQueued(name, this.time, this.queueMode, this.playMode);
         }
         b = true;
     }
     return b;
 }
コード例 #31
0
ファイル: AdvGame.cs プロジェクト: amutnick/CrackTheCode_Repo
		public static void PlayAnimClip (Animation _animation, int layer, AnimationClip clip, AnimationBlendMode blendMode, WrapMode wrapMode, float fadeTime, Transform mixingBone, bool reverse)
		{
			// Initialises and crossfades a clip
			
			if (clip != null)
			{
				AddAnimClip (_animation, layer, clip, blendMode, wrapMode, mixingBone);
				if (reverse)
				{
					_animation[clip.name].speed *= -1f;
				}
				_animation.CrossFade (clip.name, fadeTime);
				CleanUnusedClips (_animation);
			}
		}
コード例 #32
0
    // Use this for initialization
    public void Starta(GameObject plane, float nodeSize, Vector3 sP)
    {
        fixedDeadCollider = false;

        poi = Vector3.zero;
        health = 100.0f;
        seesPlayer = false;
        lastSeen = Vector3.zero;
        lastSeenForward = Vector3.zero;
        seesDeadPeople = false;
        hearsSomething = false;
        disturbed = false;
        isDead = false;
        addToDeadSet = false;
        takingCover = false;
        coverSpot = Vector3.zero;
        reachedCover = false;
        sniperPosKnown = false;
        sniperPos = sP;
        isGoaling = false;
        isGoingToSeenPlayerPos = false;
        isGoingToCover = false;
        dirSearchCountDown = 0.0f;

        reachGoal = GetComponent<ReachGoal> ();
        wander = GetComponent<Wander> ();
        standstill = GetComponent<StandStill> ();
        patrol = GetComponent<Patrol> ();
        gc = player.GetComponent<GoalControl> ();

        reachGoal.plane = plane;
        reachGoal.nodeSize = nodeSize;
        reachGoal.goalPos = poi;
        reachGoal.sniperPos = sniperPos;
        reachGoal.Starta ();
        wander.Starta ();
        patrol.Starta ();
        standstill.Starta ();
        takeCover = new TakeCover (reachGoal.state.sGrid.hiddenSpaceCost,
                                   reachGoal.state.sGrid.grid, reachGoal.state.sGrid.spaceCostScalars);

        anim = GetComponent<Animation> ();
        anim.CrossFade (idle);
        walkingSpeed = 10.0f;
        gunShot = this.GetComponents<AudioSource> ()[0];

        lr = this.GetComponentInParent<LineRenderer> ();
        seenTime = 0f;
        alertLevel = 0;
        maxAlertLevel = 3;
        needsToRaiseAlertLevel = false;
        isReloading = false;
        isShooting = false;
        ammoCount = 0;
        //		Debug.Log (transform.name);
    }
コード例 #33
0
ファイル: PlayerObject.cs プロジェクト: jkevinp/SciHeroes
 public void Attack(Animation _anim , GameObject _target , float _dmg)
 {
     _anim.CrossFade("Attack");
     _target.GetComponent<PlayerObject>().ApplyDamage(_dmg);
     this.hasAttacked = true;
 }
コード例 #34
0
    private void AnimationSetup()
    {
        anim = GetComponent<Animation>();
        
		// 把walk和run动画放到同一层,然后同步他们的速度。
        anim["Walk"].layer = 1;
        anim["Run"].layer = 1;
        anim.SyncLayer(1);
        
		//设置“跳跃”,“爬楼梯”,“下楼梯”的动画模式和速度
        anim["RunJump"].wrapMode = WrapMode.ClampForever;
        anim["RunJump"].speed = 2;
        anim["Ladder Up"].wrapMode = WrapMode.ClampForever;
        anim["Ladder Up"].speed = 2;
        anim["Ladder Down"].wrapMode = WrapMode.ClampForever;
        anim["Ladder Down"].speed = 2;

		//初始化动画状态为Idle
        anim.CrossFade("Idle", 0.1f, PlayMode.StopAll);
    }
コード例 #35
0
ファイル: Jump.cs プロジェクト: wenlinbaoyu/U-Demo
 public void realPlay( Animation am )
 {
     am.CrossFade( _aType );
 }
コード例 #36
0
ファイル: GoalControl.cs プロジェクト: 15466Group/Project3
 void Start()
 {
     radius = 2.0f;
     smooth = 5.0f;
     scaler = 20.0f;
     walkingSpeed = 5.0f;
     velocity = Vector3.zero;
     anim = GetComponent<Animation> ();
     anim.CrossFade (idle);
     previousValidPos = transform.position;
     soldierLayer = 1 << (LayerMask.NameToLayer("Soldier"));
     obstacleLayer = 1 << (LayerMask.NameToLayer("Obstacles"));
     health = 20;
     healthTex = new Texture2D(1, 1);
     healthTex.SetPixel(0,0,Color.green);
     healthTex.Apply();
 }
コード例 #37
0
ファイル: AdvGame.cs プロジェクト: mcbodge/eidolon
 /**
  * <summary>Initialises and plays a legacy AnimationClip on an Animation component.</summary>
  * <param name = "_animation">The Animation component</param>
  * <param name = "layer">The layer to play the animation on</param>
  * <param name = "clip">The AnimatonClip to play</param>
  * <param name = "blendMode">The animation's AnimationBlendMode</param>
  * <param name = "wrapMode">The animation's WrapMode</param>
  * <param name = "fadeTime">The transition time to the new animation</param>
  * <param name = "mixingBone">The transform to set as the animation's mixing transform</param>
  * <param name = "reverse">True if the animation should be reversed</param>
  */
 public static void PlayAnimClip(Animation _animation, int layer, AnimationClip clip, AnimationBlendMode blendMode = AnimationBlendMode.Blend, WrapMode wrapMode = WrapMode.ClampForever, float fadeTime = 0f, Transform mixingBone = null, bool reverse = false)
 {
     if (clip != null)
     {
         AddAnimClip (_animation, layer, clip, blendMode, wrapMode, mixingBone);
         if (reverse)
         {
             _animation[clip.name].speed *= -1f;
         }
         _animation.CrossFade (clip.name, fadeTime);
         CleanUnusedClips (_animation);
     }
 }
コード例 #38
0
 private IEnumerator QueueIdle(Animation source)
 {
     while (source.IsPlaying(_ClipName))
         yield return new WaitForFixedUpdate();
     source.CrossFade(AnimationResources.Idle);
 }
コード例 #39
0
            // Activate a Legacy animation
            private void Activate(Animation animation)
            {
                if (animationState == empty) return;

                if (resetNormalizedTime) animation[animationState].normalizedTime = 0f;

                animation[animationState].layer = layer;

                animation.CrossFade(animationState, crossfadeTime);
            }
コード例 #40
0
    // Use this for initialization
    public void Starta(GameObject plane, GameObject swamps, float nodeSize)
    {
        fixedDeadCollider = false;

        poi = Vector3.zero;
        health = 100.0f;
        seesPlayer = false;
        seesDeadPeople = false;
        hearsSomething = false;
        disturbed = false;

        reachGoal = GetComponent<ReachGoal> ();
        wander = GetComponent<Wander> ();
        standstill = GetComponent<StandStill> ();
        patrol = GetComponent<Patrol> ();
        gc = player.GetComponent<GoalControl> ();

        reachGoal.plane = plane;
        reachGoal.swamps = swamps;
        reachGoal.nodeSize = nodeSize;
        reachGoal.goalPos = poi;
        reachGoal.Starta ();
        wander.Starta ();
        patrol.Starta ();
        standstill.Starta ();
        anim = GetComponent<Animation> ();
        anim.CrossFade (idle);
        walkingSpeed = 10.0f;
        gunShot = this.GetComponents<AudioSource> ()[0];

        lr = this.GetComponentInParent<LineRenderer> ();
        seenTime = 0f;
        //		Debug.Log (transform.name);
    }