//public GameObject _player; //public float _distance; // Use this for initialization void Start() { _animation = GetComponent<Animation> (); string _animationToPlay = _animationClip.name.ToString(); //int animCount = _animation.GetClipCount(); // clip?! Unity people, why not state?? //Debug.Log("Animations found: " + animCount ); //_player = GameObject.FindGameObjectWithTag("Player"); _animation[_animationToPlay].wrapMode = WrapMode.Loop; _animation.PlayQueued(_animationToPlay, QueueMode.CompleteOthers); // foreach(AnimationState s in _animation) { // // string theName = s.name.ToString(); // //_animation[theName].wrapMode = WrapMode.Once; // _animation.PlayQueued(theName, QueueMode.CompleteOthers); // // // // } // }
public void QueueAnimation(AnimType animType) { var clip = GetClip(animType); var speed = GetSpeed(animType); if (!clip) { return; } SetClipToStart(animType); SetAnimationSpeed(clip, speed); anim.PlayQueued(clip.name); }
static public int PlayQueued(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); var ret = self.PlayQueued(a1); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 3) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.QueueMode a2; checkEnum(l, 3, out a2); var ret = self.PlayQueued(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 4) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.QueueMode a2; checkEnum(l, 3, out a2); UnityEngine.PlayMode a3; checkEnum(l, 4, out a3); var ret = self.PlayQueued(a1, a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static int PlayQueued(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); UnityEngine.AnimationState o = obj.PlayQueued(arg0); ToLua.PushSealed(L, o); return(1); } else if (count == 3) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation)); string arg0 = ToLua.CheckString(L, 2); UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)ToLua.CheckObject(L, 3, typeof(UnityEngine.QueueMode)); UnityEngine.AnimationState o = obj.PlayQueued(arg0, arg1); ToLua.PushSealed(L, o); return(1); } else if (count == 4) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation)); string arg0 = ToLua.CheckString(L, 2); UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)ToLua.CheckObject(L, 3, typeof(UnityEngine.QueueMode)); UnityEngine.PlayMode arg2 = (UnityEngine.PlayMode)ToLua.CheckObject(L, 4, typeof(UnityEngine.PlayMode)); UnityEngine.AnimationState o = obj.PlayQueued(arg0, arg1, arg2); ToLua.PushSealed(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.PlayQueued")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int PlayQueued__String__QueueMode(IntPtr l) { try { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.QueueMode a2; checkEnum(l, 3, out a2); var ret = self.PlayQueued(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
public static int PlayQueued2_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); UnityEngine.AnimationState ret = obj.PlayQueued(arg0); long ret_ptr = FCLibHelper.fc_get_return_ptr(L); long v = FCGetObj.PushObj(ret); FCLibHelper.fc_set_value_wrap_objptr(ret_ptr, v); } catch (Exception e) { Debug.LogException(e); } return(0); }
static public int PlayQueued(IntPtr l) { try{ if (matchType(l, 2, typeof(string), typeof(UnityEngine.QueueMode), typeof(UnityEngine.PlayMode))) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.QueueMode a2; checkEnum(l, 3, out a2); UnityEngine.PlayMode a3; checkEnum(l, 4, out a3); UnityEngine.AnimationState ret = self.PlayQueued(a1, a2, a3); pushValue(l, ret); return(1); } else if (matchType(l, 2, typeof(string), typeof(UnityEngine.QueueMode))) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.QueueMode a2; checkEnum(l, 3, out a2); UnityEngine.AnimationState ret = self.PlayQueued(a1, a2); pushValue(l, ret); return(1); } else if (matchType(l, 2, typeof(string))) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.AnimationState ret = self.PlayQueued(a1); pushValue(l, ret); return(1); } LuaDLL.luaL_error(l, "No matched override function to call"); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int PlayQueued(IntPtr L) { 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); UnityEngine.AnimationState o = obj.PlayQueued(arg0); ToLua.PushSealed(L, o); return(1); } else if (count == 3) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation)); string arg0 = ToLua.CheckString(L, 2); UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)LuaDLL.luaL_checknumber(L, 3); UnityEngine.AnimationState o = obj.PlayQueued(arg0, arg1); ToLua.PushSealed(L, o); return(1); } else if (count == 4) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation)); string arg0 = ToLua.CheckString(L, 2); UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)LuaDLL.luaL_checknumber(L, 3); UnityEngine.PlayMode arg2 = (UnityEngine.PlayMode)LuaDLL.luaL_checknumber(L, 4); UnityEngine.AnimationState o = obj.PlayQueued(arg0, arg1, arg2); ToLua.PushSealed(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.PlayQueued")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int PlayQueued(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string))) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); UnityEngine.AnimationState o = obj.PlayQueued(arg0); ToLua.Push(L, o); return(1); } else if (count == 3 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string), typeof(UnityEngine.QueueMode))) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)ToLua.ToObject(L, 3); UnityEngine.AnimationState o = obj.PlayQueued(arg0, arg1); ToLua.Push(L, o); return(1); } else if (count == 4 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Animation), typeof(string), typeof(UnityEngine.QueueMode), typeof(UnityEngine.PlayMode))) { UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)ToLua.ToObject(L, 3); UnityEngine.PlayMode arg2 = (UnityEngine.PlayMode)ToLua.ToObject(L, 4); UnityEngine.AnimationState o = obj.PlayQueued(arg0, arg1, arg2); ToLua.Push(L, o); return(1); } else { return(LuaDLL.tolua_error(L, "invalid arguments to method: UnityEngine.Animation.PlayQueued")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int QPYX_PlayQueued_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); UnityEngine.AnimationState QPYX_o_YXQP = QPYX_obj_YXQP.PlayQueued(QPYX_arg0_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } 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); UnityEngine.QueueMode QPYX_arg1_YXQP = (UnityEngine.QueueMode)ToLua.CheckObject(L_YXQP, 3, typeof(UnityEngine.QueueMode)); UnityEngine.AnimationState QPYX_o_YXQP = QPYX_obj_YXQP.PlayQueued(QPYX_arg0_YXQP, QPYX_arg1_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } 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); UnityEngine.QueueMode QPYX_arg1_YXQP = (UnityEngine.QueueMode)ToLua.CheckObject(L_YXQP, 3, typeof(UnityEngine.QueueMode)); UnityEngine.PlayMode QPYX_arg2_YXQP = (UnityEngine.PlayMode)ToLua.CheckObject(L_YXQP, 4, typeof(UnityEngine.PlayMode)); UnityEngine.AnimationState QPYX_o_YXQP = QPYX_obj_YXQP.PlayQueued(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP); ToLua.PushSealed(L_YXQP, QPYX_o_YXQP); return(1); } else { return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Animation.PlayQueued")); } } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
static public int PlayQueued(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); var ret = self.PlayQueued(a1); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 3) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.QueueMode a2; a2 = (UnityEngine.QueueMode)LuaDLL.luaL_checkinteger(l, 3); var ret = self.PlayQueued(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 4) { UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l); System.String a1; checkType(l, 2, out a1); UnityEngine.QueueMode a2; a2 = (UnityEngine.QueueMode)LuaDLL.luaL_checkinteger(l, 3); UnityEngine.PlayMode a3; a3 = (UnityEngine.PlayMode)LuaDLL.luaL_checkinteger(l, 4); var ret = self.PlayQueued(a1, a2, a3); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function PlayQueued 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 }
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; }
IEnumerator DelayAnimation(Animation Anim, string Name) { m_animCount++; yield return new WaitForSeconds(m_animCount * m_delay); Anim.PlayQueued(Name, QueueMode.CompleteOthers); }
// Use this for initialization void Start() { Player = GameObject.FindGameObjectWithTag("Player"); r = new System.Random(); anim = transform.Find ("model").animation; transform.Find("board_model").gameObject.SetActive(false); anim.Play ("Walk Start"); anim.PlayQueued("Walk Loop"); AudioSource[] aSources = GetComponents<AudioSource>(); footsteps = aSources[0]; talk = aSources[1]; }