Stop() public method

public Stop ( ) : void
return void
コード例 #1
0
    private IEnumerator ACCELERATE_enum()
    {
        if (is_Grounded && !is_Acceleration_pressed_one_time)
        {
            #region ACT

            forward_speed *= 2f;
            animator.animation.Play("accelerate"); // ----------------------------------------->


            animation_for_accelerationBtn.Play(animation_for_accelerationBtn.name);

            is_Acceleration_pressed_one_time = true;
            #endregion

            yield return(new WaitForSeconds(action_duration));

            #region DEACT
            foreach (var item in acceleration_UI)
            {
                item.SetActive(false);
            }

            forward_speed /= 2f;
            animator.animation.Stop("accelerate"); // ----------------------------------------->


            animation_for_accelerationBtn.Stop(animation_for_accelerationBtn.name);

            is_Acceleration_pressed_one_time = false;
            #endregion
        }
    }
コード例 #2
0
 static int QPYX_Stop_YXQP(IntPtr L_YXQP)
 {
     try
     {
         int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
         if (QPYX_count_YXQP == 1)
         {
             UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation));
             QPYX_obj_YXQP.Stop();
             return(0);
         }
         else 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.Stop(QPYX_arg0_YXQP);
             return(0);
         }
         else
         {
             return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.Animation.Stop"));
         }
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
コード例 #3
0
	void Start()
	{
		anim = GetComponentInChildren<Animation>();
		//Loop all animations
		anim.wrapMode = WrapMode.Loop;

		//Dont loop the animations below
		anim["ramAttack"].wrapMode = WrapMode.Once;
		anim["getHit"].wrapMode = WrapMode.Once;
		anim["death"].wrapMode = WrapMode.Once;
		anim["angry1"].wrapMode = WrapMode.Once;
		anim["angry2"].wrapMode = WrapMode.Once;

		// Put idle and walk into lower layers (The default layer is always 0)
		// This will do two things
		// - Since the others and idle/walk are in different layers they will not affect
		// each other's playback when calling CrossFade.
		// - Since the other is in a higher layer, the animation will replace idle/walk
		// animations when faded in.
		anim["ramAttack"].layer = 1;
		anim["getHit"].layer = 1;
		anim["death"].layer = 1;
		anim["angry1"].layer = 1;
		anim["angry2"].layer = 1;

		// Stop animations that are already playing
		//(In case user forgot to disable play automatically)
		anim.Stop();
	}
コード例 #4
0
 static public int Stop(IntPtr l)
 {
     try{
         if (matchType(l, 2))
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             self.Stop();
             return(0);
         }
         else if (matchType(l, 2, typeof(string)))
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             self.Stop(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 #5
0
    static int Stop(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Animation.Register");
#endif
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
                obj.Stop();
                return(0);
            }
            else if (count == 2)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
                string arg0 = ToLua.CheckString(L, 2);
                obj.Stop(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.Stop"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #6
0
 static public int Stop(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 3)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 3, out a1);
             self.Stop(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 2)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             self.Stop();
             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 #7
0
    static int Stop(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
                obj.Stop();
                return(0);
            }
            else if (count == 2)
            {
                UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
                string arg0 = ToLua.CheckString(L, 2);
                obj.Stop(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Animation.Stop"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #8
0
ファイル: MinionMoving.cs プロジェクト: AwayCC/GD_FINAL
 void OnCollisionAffected(Collision col)
 {
     //Debug.Log("Collision Happened");
     isCollided = true;
     m_Running = GetComponent<Animation>();
     m_Running.Stop();
     m_Rigidbody = GetComponent<Rigidbody>();
     m_Rigidbody.isKinematic = true;
 }
 // Use this for initialization
 void Start()
 {
     platAnim = gameObject.GetComponent<Animation>();
     m_lastRotY = gameObject.transform.rotation.eulerAngles.y;
     if (!m_enabled && platAnim != null)
     {
         platAnim.Stop();
     }
 }
コード例 #10
0
	public void Awake() {
		_cachedTransform = transform;

		_animation = gameObject.GetComponent<Animation>();
		_animation.Stop();

		EventsAggregator.Fight.AddListener(EFightEvent.MapComplete, OnMapEnd);
		EventsAggregator.Fight.AddListener(EFightEvent.MapFail, OnMapEnd);
	}
コード例 #11
0
 /// <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 #12
0
 static public int Stop(IntPtr l)
 {
     try {
         UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
         self.Stop();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #13
0
 private IEnumerator <IYieldInstruction> PlayAnimations()
 {
     mAvatarAnimationComponent.Stop();
     while (true)
     {
         if (!mAvatarAnimationComponent.isPlaying)
         {
             AnimationClip clip = mAnimations[mRand.Next(0, mAnimations.Count - 1)];
             mAvatarAnimationComponent.Play(clip.name);
         }
         yield return(new YieldUntilNextFrame());
     }
 }
コード例 #14
0
 static public int Stop__String(IntPtr l)
 {
     try {
         UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
         System.String         a1;
         checkType(l, 2, out a1);
         self.Stop(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #15
0
ファイル: ActiveAnimation.cs プロジェクト: quiker/hexagon
    /// <summary>
    /// Manually reset the active animation to the beginning.
    /// </summary>
    public static void Reset(Animation anim)
    {
        if (anim.isPlaying)
        {
            AnimationClip clip = anim.clip;

            if (clip != null)
            {
                anim.Stop();
                ActiveAnimation aa = anim.gameObject.GetComponent<ActiveAnimation>();
                if (aa != null)	Play(anim, clip.name, aa.mLastDirection);
            }
        }
    }
コード例 #16
0
 public static int Stop_wrap(long L)
 {
     try
     {
         long nThisPtr             = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.Animation obj = get_obj(nThisPtr);
         obj.Stop();
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
コード例 #17
0
ファイル: MainMenuView.cs プロジェクト: abrusle/minesweeper
        private void PlayAnimation(AnimationClip clip)
        {
            graphicRaycaster.enabled = false;
            if (animator.isPlaying)
            {
                animator.Stop();
            }
            animator.RemoveClip(animator.clip);
            animator.clip = clip;
            animator.AddClip(clip, clip.name);
            animator.Play();
            Debug.Log("Playing " + clip.name, clip);

            StopAnimationEndAwaiter();
            _animationWaitCoroutine = StartCoroutine(WaitForAnimationEnd(clip));
        }
コード例 #18
0
 public static int Stop1_wrap(long L)
 {
     try
     {
         long VM                   = FCLibHelper.fc_get_vm_ptr(L);
         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.Stop(arg0);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
コード例 #19
0
 static public int Stop(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 == 1)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             self.Stop();
             pushValue(l, true);
             return(1);
         }
         else if (argc == 2)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             self.Stop(a1);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function Stop 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 #20
0
        public AvatarAnimationStateMachine(AvatarEntity avatarEntity)
        {
            if (avatarEntity == null)
            {
                throw new ArgumentNullException("avatarEntity");
            }
            Animation animationComponent = avatarEntity.UnityGameObject.GetComponent(typeof(Animation)) as Animation;

            if (animationComponent == null)
            {
                throw new ArgumentNullException("animationComponent");
            }

            mAnimationComponent = animationComponent;
            mAnimationComponent.playAutomatically = false;
            mAnimationComponent.Stop();
        }
        public void PlayAnimation(AnimType animType)
        {
            var clip  = GetClip(animType);
            var speed = GetSpeed(animType);

            if (!clip)
            {
                return;
            }

            if (anim.isPlaying)
            {
                anim.Stop();
            }

            SetClipToStart(animType);
            SetAnimationSpeed(clip, speed);
            anim.Play(clip.name);
        }
コード例 #22
0
ファイル: FightManager.cs プロジェクト: batnom/Boxing-Mate
    void Awake ()
    {

        // init objects

        anim = fighter.GetComponent<Animation>();
        anim.wrapMode = WrapMode.Loop;
        anim.Stop();

        // inits

        count = 0;
        fighting = 0;
        finishedTimer = 0f;
        attackMoveArray = new ArrayList();
        idlename = "Idle1";
        guardname = "Guard";

    }
コード例 #23
0
    static int Stop(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 1 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.Animation)))
        {
            UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.ToObject(L, 1);

            try
            {
                obj.Stop();
            }
            catch (Exception e)
            {
                return(LuaDLL.toluaL_exception(L, e));
            }

            return(0);
        }
        else 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);

            try
            {
                obj.Stop(arg0);
            }
            catch (Exception e)
            {
                return(LuaDLL.toluaL_exception(L, e));
            }

            return(0);
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.Animation.Stop");
        }

        return(0);
    }
コード例 #24
0
 static public int Stop(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 1)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             self.Stop();
             return(0);
         }
         else if (argc == 2)
         {
             UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
             System.String         a1;
             checkType(l, 2, out a1);
             self.Stop(a1);
             return(0);
         }
         return(error(l, "No matched override function to call"));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #25
0
        public static void PlayAnimation(this GameObject go, string name = null, State state = State.Play)
        {
            UnityEngine.Animation animation = go.GetComponentInChildren <UnityEngine.Animation>();

            if (animation != null)
            {
                if (string.IsNullOrEmpty(name))
                {
                    name = animation.clip.name;
                }
                switch (state)
                {
                case State.Play:
                {
                    if (animation.isPlaying && animation.IsPlaying(name))
                    {
                    }
                    else
                    {
                        animation.Play(name);
                    }
                }
                break;

                case State.Pause:
                case State.Stop:
                {
                    if (animation.isPlaying && animation.IsPlaying(name))
                    {
                        animation.Stop();
                    }
                }
                break;
                }
            }
        }
コード例 #26
0
ファイル: MinionMoving.cs プロジェクト: AwayCC/GD_FINAL
 void OnCollisionEnter(Collision col)
 {
     //Debug.Log("Collision Happened");
     isCollided = true;
     m_Running = GetComponent<Animation>();
     m_Running.Stop();
     m_Rigidbody = GetComponent<Rigidbody>();
     m_Rigidbody.isKinematic = true;
     for (int u = 0; u < 4; u++)
         if(m_group[u]!=this)
         m_group[u].stop();
 }
コード例 #27
0
        private void BakeSkinnedMesh(Animation animation, SkinnedMeshRenderer skinnedMeshRenderer)
        {
            int clipIndex = 0;

            foreach (AnimationState clipState in animation)
            {
                //Prep animation clip for sampling
                var curClip = this.AnimationClipsToBake[clipIndex] = animation.GetClip(clipState.name);
                animation.Play(clipState.name, PlayMode.StopAll);
                clipState.time = 0;
                clipState.wrapMode = WrapMode.Clamp;

                //Calculate number of meshes to bake in this clip sequence based on the clip's sampling framerate
                uint numberOfFrames = (uint)Mathf.RoundToInt(curClip.frameRate * curClip.length);
                var curBakedMeshSequence = this.BakedClips[clipIndex] = new MeshSequence(numberOfFrames);

                for (uint frameIndex = 0; frameIndex < numberOfFrames; frameIndex++)
                {
                    //Bake sequence of meshes
                    var curMeshFrame = curBakedMeshSequence[frameIndex] = new Mesh();
                    curMeshFrame.name = string.Format(@"{0}_Baked_{1}_{2}", this.name, clipIndex, frameIndex);
                    animation.Sample();
                    skinnedMeshRenderer.BakeMesh(curMeshFrame);

                    clipState.time += (1.0f / curClip.frameRate);
                }

                animation.Stop();
                clipIndex++;
            }
        }
コード例 #28
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 #29
0
 public void StopPlayingAnimation()
 {
     mAnimationComponent.Stop();
 }
コード例 #30
0
ファイル: Spear.cs プロジェクト: rohunb/Cruel_Blood
 // Use this for initialization
 protected override void Start()
 {
     base.AttackSpeed = 10.0f;
     ani = this.GetComponent<Animation>();
     ani.Stop();
     //  animation.animation.Stop();
 }
コード例 #31
0
 /// <summary>
 /// 停止
 /// </summary>
 /// <param name="animation"></param>
 public void Stop(string animation)
 {
     m_Animation.Stop(animation);
 }
コード例 #32
0
        private void ExportMeshAnimation()
        {
            AnimationClip[] animationClips     = exportParams.AnimationClips;
            string[]        animationClipNames = exportParams.AnimationNames;
            GameObject      instanceObj        = Instantiate(fbx) as GameObject;

            UnityEngine.Animation animation          = instanceObj.GetComponentInChildren <UnityEngine.Animation>();
            SkinnedMeshRenderer[] skinnedMeshRenders = instanceObj.GetComponentsInChildren <SkinnedMeshRenderer>();
            int subMeshLength = skinnedMeshRenders.Length;

            Mesh[] subMeshArr = new Mesh[subMeshLength];
            for (int i = 0; i < subMeshLength; i++)
            {
                subMeshArr[i] = skinnedMeshRenders[i].sharedMesh;
            }
            float interval = 1.0f / exportParams.FrameRate;

            if (File.Exists(exportParams.OutputFilePath))
            {
                File.Delete(exportParams.OutputFilePath);
            }
            ExportMeshAnimationData meshAnimationData = ScriptableObject.CreateInstance <ExportMeshAnimationData>();

            meshAnimationData.GenerateNormal = exportParams.GenerateNormal;
            meshAnimationData.SubMeshLength  = subMeshLength;
            meshAnimationData.Fps            = exportParams.FrameRate;
            meshAnimationData.SubMeshData    = new ExportMeshAnimationData.AnimationSubMeshData[subMeshLength];
            for (int i = 0; i < subMeshLength; i++)
            {
                meshAnimationData.SubMeshData[i].ClipDatas = new ExportMeshAnimationData.AnimationClipData[animationClips.Length];
                meshAnimationData.SubMeshData[i].FrameRate = exportParams.FrameRate;
                for (int j = 0; j < animationClips.Length; j++)
                {
                    AnimationClip clip = animationClips[j];
                    if (clip == null)
                    {
                        return;
                    }
                    animation.AddClip(clip, animationClipNames[j]);
                    animation.clip = clip;
                    AnimationState state = animation[animationClipNames[j]];
                    state.enabled = true;
                    state.weight  = 1;
                    List <float> frameTimes = GetFrameTimes(clip.length, interval);
                    meshAnimationData.SubMeshData[i].ClipDatas[j].FrameDatas = new ExportMeshAnimationData.AnimationFrameData[frameTimes.Count];
                    meshAnimationData.SubMeshData[i].ClipDatas[j].ClipName   = animationClipNames[j];
                    for (int k = 0; k < frameTimes.Count; k++)
                    {
                        state.time = frameTimes[k];
                        animation.Play();
                        animation.Sample();
                        Matrix4x4 matrix4X4 = skinnedMeshRenders[i].transform.localToWorldMatrix;
                        Mesh      backMesh  = BakeFrameAfterMatrixTransform(skinnedMeshRenders[i], matrix4X4);
                        meshAnimationData.SubMeshData[i].ClipDatas[j].FrameDatas[k].Vertexs = backMesh.vertices;
                        backMesh.Clear();
                        DestroyImmediate(backMesh);
                        animation.Stop();
                    }
                }
                meshAnimationData.SubMeshData[i].UVs       = subMeshArr[i].uv;
                meshAnimationData.SubMeshData[i].Triangles = subMeshArr[i].triangles;
            }
            AssetDatabase.CreateAsset(meshAnimationData, GetAssetPath(exportParams.OutputFilePath) + fbx.name + ".asset");
            AssetDatabase.Refresh();
        }
コード例 #33
0
	void Start () {
        ani = GetComponent<Animation>();
        //ani.Play("letsCreate0");
        ani.Stop();
        
	}
コード例 #34
0
    private void InitModel()
    {
        //foreach (var a in GetComponentsInChildren<CapsuleCollider>())
        //{
        //    var caps = a as CapsuleCollider;
        //    if (caps !=null)
        //    {
        //        var box = caps.gameObject.AddComponent<BoxCollider>();
        //        box.center = caps.center;
        //        box.size = new Vector3(caps.radius, caps.height, caps.radius);
        //        Destroy(caps);
        //    }
        //}

        maxlife = life;
        _Game.zombies.Add(this);
        anim = GetComponentInChildren<Animation>();
        anim.playAutomatically = false;
        anim.Stop();
        model = anim.transform;

        deadMaterial = GetComponentInChildren<DeadMaterial>();
        if (model.GetComponent<Forward>() == null)
            model.gameObject.AddComponent<Forward>().receiver = transform;
        foreach (var a in rigidBodies)
            a.angularDrag = 2;
    }
コード例 #35
0
ファイル: AnimaTester.cs プロジェクト: k-lock/Unity3D
    void Start()
    {
        animator = skater.gameObject.GetComponent<Animation>();
        animator.wrapMode = WrapMode.Clamp;

        animator["idle"].wrapMode = WrapMode.Once;
        animator["idle"].layer = -1;

        animator["idle2push"].wrapMode = WrapMode.Clamp;
        animator["idle2push"].layer = -1;

        animator["idlePush"].wrapMode    = WrapMode.Clamp;
        animator["idlePush"].layer = -1;

        animator["push2idle"].wrapMode = WrapMode.Clamp;
        animator["push2idle"].layer = -1;

        animator["fakie"].wrapMode = WrapMode.Once;
        animator["fakie"].layer = -1;

        animator["fakie2push"].wrapMode = WrapMode.Clamp;
        animator["fakie2push"].layer = -1;

        animator["fakiePush"].wrapMode    = WrapMode.Clamp;
        animator["fakiePush"].layer = -1;

        animator["push2fakie"].wrapMode = WrapMode.Clamp;
        animator["push2fakie"].layer = -1;

        animator["idle_TrickPosition"].wrapMode = WrapMode.Clamp;
        animator["idle_TrickPosition"].layer = -1;

        animator["fakie_TrickPosition"].wrapMode = WrapMode.Clamp;
        animator["fakie_TrickPosition"].layer = -1;

        animator["idle_bremsenIn"].wrapMode = WrapMode.Once;
        animator["idle_bremsenIn"].layer = -1;

        animator["idle_bremsenOut"].wrapMode = WrapMode.Once;
        animator["idle_bremsenOut"].layer = -1;

        animator["idle_HeelFlip"].wrapMode 	 = WrapMode.Clamp;
        animator["idle_KickFlip"].wrapMode 	 = WrapMode.Clamp;
        animator["idle_Ollie"].wrapMode 	 = WrapMode.Clamp;
        animator["idle_Varial_In"].wrapMode  = WrapMode.Clamp;
        animator["idle_Varial_Out"].wrapMode = WrapMode.Clamp;

        animator["fakie_HeelFlip"].wrapMode   = WrapMode.Clamp;
        animator["fakie_KickFlip"].wrapMode   = WrapMode.Clamp;
        animator["fakie_Ollie"].wrapMode 	  = WrapMode.Clamp;
        animator["fakie_Varial_In"].wrapMode  = WrapMode.Clamp;
        animator["fakie_Varial_Out"].wrapMode = WrapMode.Clamp;

        //animator.SyncLayer(-1);

        animator.Stop( );

        //PlayClip( 0 );
    }