// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(animator.gameObject.GetComponent<Enemy>().indexPos == 0){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(1)").transform.position, GameObject.Find("skillSpawn(1)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy1Attack"; } } if(animator.gameObject.GetComponent<Enemy>().indexPos == 1){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(2)").transform.position, GameObject.Find("skillSpawn(2)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy2Attack"; } } if(animator.gameObject.GetComponent<Enemy>().indexPos == 2){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(3)").transform.position, GameObject.Find("skillSpawn(3)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy3Attack"; } } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.GetInteger (AnimParameter.state) != state) { Debug.Log (animator.GetInteger (AnimParameter.state). ToString()+state); animator.SetInteger ("state", state); } }
// private AnotherScript anotherScript; //private GameObject otherScript; //OtherScript = GetComponent(OtherScript); //public GameObject objectToAccess; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { cartucho = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/cartucho_006"); m =cartucho.GetComponent<SkinnedMeshRenderer>(); m.enabled = false; //Instantiate(flash,); casquillos = animator.GetInteger ("casquillos"); //GameObject Object1 = GameObject.Find ("armas"); //Component anotherScript = Object1.GetComponent<disparosDelJugador> (); disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> (); disparo.disparo (3); anim = GameObject.Find ("animacionColt44-40").GetComponent<Animator> (); anim.SetInteger ("cartuchos",anim.GetInteger("cartuchos")-1); //Transform bone = GetComponent<Animator>().avatar.GetBone(BoneType.LeftShoulder); objetin = GameObject.FindGameObjectsWithTag ("canionColt"); posicionHueso = objetin [0].transform; Debug.Log("Posicion del hgueso -----------------"+posicionHueso.position+"----------------------"); Instantiate (esfera, posicionHueso.position,posicionHueso.rotation); // Script1.disparo (); /*abtenemos posicion del posicion = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/marco").GetComponent<Transform>(); Debug.Log ("+++++++++++ la poscion del flash es: " + posicion.position + "+++++++++++++++++++");canion*/ /*obtenemos un hueso*/ }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(safeAttack<animator.GetInteger("Attack")) animator.SetInteger("Attack",1); else animator.SetInteger("Attack",0); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { var currentDirection = (Direction)animator.GetInteger("FaceDirection"); if (animator.GetBool("MeleeAttackBool")) { animator.SetBool("MeleeAttackBool", false); switch (currentDirection) { case Direction.Up: animator.CrossFade("P_Idle_Up", 0.5f); break; case Direction.Down: animator.CrossFade("P_Idle_Down", 0.5f); break; case Direction.Left: animator.CrossFade("P_Idle_Left", 0.5f); break; case Direction.Right: animator.CrossFade("P_Idle_Right", 0.5f); break; } } ResetAnimationState(animator); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(animator.GetInteger("direction") == 3) { animator.transform.Rotate (0, 180, 0); } }
//called by lvl change private void GrabMethods(){ background = GameObject.Find("Background"); //player = GameObject.Find("Player").GetComponent<PlayerController>(); scenery = background.GetComponent<Animator>(); sea = SeasonExtension.ToSeason(scenery.GetInteger("Season")); targets = GetEffectedArray(); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(animator.GetInteger("canAttack") == 0){ wait (1.0f); animator.gameObject.GetComponent<Enemy>().toggle_attack(); } }
private IEnumerator RandomizeValue() { var previousValue = statusAnimator.GetInteger("randomState"); var newValue = GenerateNewValue(previousValue); statusAnimator.SetInteger("randomState", newValue); yield return(new WaitForSeconds(Random.Range(timeFrom, timeTo))); StartRandomizeValue(); }
/// <summary> /// Check drop size (go away or detect) /// </summary> public static void CheckDrop(Animator animator, int sizeLimitDrop) { int size = animator.GetInteger("SizeDrop"); int sizeLimit = sizeLimitDrop; if (sizeLimit > 0 && size >= sizeLimit) { animator.SetBool("GoAway", true); } else if ((sizeLimit <= 0 || size < sizeLimit) && size > 0) { animator.SetBool("Detect", true); } }
void Awake() { _skills = new List<Skills>(); _utility = new List<Skills>(); god = GameObject.FindGameObjectWithTag("God").GetComponent<UnifiedSuperClass>(); skillsController = god.SkillsController; anim = transform.parent.gameObject.GetComponent<Animator> (); anim.SetInteger ("Skill", 1); currentSkill = anim.GetInteger ("Skill"); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // controlArma =GameObject.Find ("Animacionwinchester_94_30-30").GetComponent<controlDeArmasJugador> (); cartuchos = animator.GetInteger("cartuchos")+1; animator.SetInteger ("cartuchos", cartuchos); //controlArma.muestraMunicion (); controlArma.municionActual++; controlArma.dismiNuirParque (); //controlArma.muestraMunicion (); //controlArma.muestraMunicion (); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.gameObject.GetComponent<PressStart>().mode = animator.GetInteger("mode"); poof = animator.gameObject.GetComponentsInChildren<ParticleSystem>(); foreach (var puff in poof) { Debug.Log("Puff"); puff.Play(); } animator.SetBool("flipped", !animator.GetBool("flipped")); //UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject (GameObject.FindGameObjectWithTag ("UI Element")); //anim.SetInteger("mode", menuNumber); }
//OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { casquillos = animator.GetInteger("casquillos")-1; animator.SetInteger ("casquillos", casquillos); cartucho6 = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/cartucho_006"); m =cartucho6.GetComponent<SkinnedMeshRenderer>(); m.enabled = false; //cartucho6 = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/cartucho_006"); //cartucho6.GetComponent<Renderer>().enabled = true; cartucho0 = GameObject.Find ("/FPSController/FirstPersonCharacter/armas/animacionColt44-40/cartucho_000"); m0 =cartucho0.GetComponent<SkinnedMeshRenderer>(); m0.enabled = true; }
// Use this for initialization void Awake() { buttonDown = false; anim = transform.parent.gameObject.GetComponent<Animator> (); anim.SetInteger ("Skill", 1); currentSkill = anim.GetInteger ("Skill"); dashSkillLock = false; spinSkillLock = false; setDashDuration = dashDuration; setSpinDuration = spinDuration; holsterSword.SetActive(false); shield.SetActive (false); //linked = false; }
// private AnotherScript anotherScript; //private GameObject otherScript; //OtherScript = GetComponent(OtherScript); //public GameObject objectToAccess; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { casquillos = animator.GetInteger ("casquillos"); //GameObject Object1 = GameObject.Find ("armas"); //Component anotherScript = Object1.GetComponent<disparosDelJugador> (); /*disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> (); disparo.disparo ();*/ anim = GameObject.Find ("animacionColt44-40").GetComponent<Animator> (); anim.SetInteger ("cartuchos",anim.GetInteger("cartuchos")-1); }
// private AnotherScript anotherScript; //private GameObject otherScript; //OtherScript = GetComponent(OtherScript); //public GameObject objectToAccess; // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //Instantiate(flash,); // casquillos = animator.GetInteger ("casquillos"); //GameObject Object1 = GameObject.Find ("armas"); //Component anotherScript = Object1.GetComponent<disparosDelJugador> (); disparo = GameObject.Find ("armas").GetComponent<disparosDelJugador> (); disparo.disparo (.34f); anim = GameObject.Find ("Animacionwinchester_94_30-30").GetComponent<Animator> (); anim.SetInteger ("cartuchos",anim.GetInteger("cartuchos")-1); // Script1.disparo (); }
object GetParameterValue(Animator anim, AnimatorControllerParameterType type, int nameHash) { switch (type) { case AnimatorControllerParameterType.Bool: case AnimatorControllerParameterType.Trigger: return anim.GetBool(nameHash); case AnimatorControllerParameterType.Float: return anim.GetFloat(nameHash); case AnimatorControllerParameterType.Int: return anim.GetInteger(nameHash); default: return null; } }
public void ResetAnimationState(Animator animator) { var currentDirection = (Direction)animator.GetInteger("FaceDirection"); switch (currentDirection) { case Direction.Up: animator.CrossFade("P_Idle_Up", 0.5f); break; case Direction.Down: animator.CrossFade("P_Idle_Down", 0.5f); break; case Direction.Left: animator.CrossFade("P_Idle_Left", 0.5f); break; case Direction.Right: animator.CrossFade("P_Idle_Right", 0.5f); break; } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_player == null) { _player = animator.GetComponent<Player>(); _animator = animator; } int attackStack = animator.GetInteger("BaseAttackStack"); if (attackStack == 2) _player.SetKnockdown(true); if (++attackStack > 2) attackStack = 0; animator.SetInteger("BaseAttackStack", attackStack); if (_attackStackTimer != null) _player.StopCoroutine(_attackStackTimer); _attackStackTimer = _player.StartCoroutine(ResetAttackStack()); animator.SetFloat("AttackSpeed", _player.attackSpeed); InputHandler.instance.enabled = true; }
// Use this for initialization void Start () { animator = GetComponent<Animator>(); var collector = GetComponentInParent<Collector>(); if(collector != null) { if (collector.playerNum == Player.s_localPlayer.pos) { animator.runtimeAnimatorController = you; } else { animator.runtimeAnimatorController = notYou; } } previousDirection = animator.GetInteger("Direction"); initRot = transform.rotation; }
public static void CopyParamsFrom(this Animator self, Animator from) { AnimatorControllerData.ControllerData data = AnimatorControllerData.Instance.GetData(from.runtimeAnimatorController.name.GetHashCode()); AnimatorControllerData.Parameter[] parameters = data.Parameters; for (int i = 0; i < parameters.Length; i++) { AnimatorControllerData.Parameter parameter = parameters[i]; switch (parameter.ParamType) { case AnimatorControllerData.ParamType.Bool: self.SetBoolReflected(parameter.Name, from.GetBool(parameter.Name)); break; case AnimatorControllerData.ParamType.Int: self.SetIntegerReflected(parameter.Name, from.GetInteger(parameter.Name)); break; case AnimatorControllerData.ParamType.Float: self.SetFloatReflected(parameter.Name, from.GetFloat(parameter.Name)); break; } } }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { int size = animator.GetInteger("SizeDrop"); int sizeLimit = commonParameters.sizeLimitDrop; if (sizeLimit > 0 && size >= sizeLimit) { animator.SetBool("GoAway", true); return; } if (commonParameters.drop == null) { return; } _dropChased = commonParameters.drop; // Saves the original position Vector3 move = Vector3.zero; Vector3 originalPosition = commonParameters.enemy.transform.position; Vector3 finalPosition = AIMethods.MoveEnemy(originalPosition, commonParameters.drop.transform.position, FollowType.MoveTowards, commonParameters.onFloor, parameters.speed); AIMethods.RotateEnemyTowards(commonParameters.enemy, parameters.fixedRotation, commonParameters.initialRotationEnemy, parameters.rotationVelocity, originalPosition, finalPosition); Vector3 direction = (finalPosition - originalPosition); //give preference on y axis to not let the drop run away direction.x *= 0.5f; direction.y *= 1.5f; direction=direction.normalized; //move the entity move = direction * parameters.speed * Time.deltaTime; //set gravity and move if (commonParameters.onFloor) { move += (commonParameters.enemy.transform.up * -1) * 25 * Time.deltaTime; } _controller.Move(move); }
private object GetParameterValue(int i, AnimatorControllerParameterType type, Animator animator) { switch (type) { case AnimatorControllerParameterType.Float: return animator.GetFloat(i); case AnimatorControllerParameterType.Int: return animator.GetInteger(i); case AnimatorControllerParameterType.Bool: return animator.GetBool(i); case AnimatorControllerParameterType.Trigger: return animator.GetBool(i); default: return null; } }
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { animator.SetInteger("RandomSelector", Random.Range(0,2)); Debug.Log ("anim: " + animator.GetInteger ("RandomSelector")); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} void OnStateUpdate(Animator animator) { if (animator.GetInteger("State") == 1) animator.SetInteger("State", 2); if (animator.GetInteger("State") == 3) animator.SetInteger("State", 0); }
public bool Test(Animator animator) { if (this.conditions.Count == 0) { return true; } for (int i = 0; i < this.conditions.Count; i++) { EventConditionEntry eventConditionEntry = this.conditions[i]; if (!string.IsNullOrEmpty(eventConditionEntry.conditionParam)) { switch (eventConditionEntry.conditionParamType) { case EventConditionParamTypes.Int: { int integer = animator.GetInteger(eventConditionEntry.conditionParam); switch (eventConditionEntry.conditionMode) { case EventConditionModes.Equal: if (integer != eventConditionEntry.intValue) { return false; } break; case EventConditionModes.NotEqual: if (integer == eventConditionEntry.intValue) { return false; } break; case EventConditionModes.GreaterThan: if (integer <= eventConditionEntry.intValue) { return false; } break; case EventConditionModes.LessThan: if (integer >= eventConditionEntry.intValue) { return false; } break; case EventConditionModes.GreaterEqualThan: if (integer < eventConditionEntry.intValue) { return false; } break; case EventConditionModes.LessEqualThan: if (integer > eventConditionEntry.intValue) { return false; } break; } break; } case EventConditionParamTypes.Float: { float @float = animator.GetFloat(eventConditionEntry.conditionParam); EventConditionModes conditionMode = eventConditionEntry.conditionMode; if (conditionMode != EventConditionModes.GreaterThan) { if (conditionMode == EventConditionModes.LessThan) { if (@float >= eventConditionEntry.floatValue) { return false; } } } else if (@float <= eventConditionEntry.floatValue) { return false; } break; } case EventConditionParamTypes.Boolean: { bool @bool = animator.GetBool(eventConditionEntry.conditionParam); if (@bool != eventConditionEntry.boolValue) { return false; } break; } } } } return true; }
void OnStateExit(Animator animator) { //sword = GameObject.Find("Sword"); animator.gameObject.tag = "Player"; if(animator.GetInteger("Weapon") == 1 || animator.GetInteger("Weapon") == 3) animator.SetInteger("Attack", -1); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} void OnStateUpdate(Animator animator) { if (animator.GetInteger("Weapon") == 1 || animator.GetInteger("Weapon") == 3) animator.SetInteger("Attack", 0); }
void Start() { anim = transform.parent.gameObject.GetComponent<Animator> (); anim.SetInteger ("Skill", 1); currentSkill = anim.GetInteger ("Skill"); hooked = false; anim.SetBool ("Holding", false); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Application.LoadLevel(animator.GetInteger("LevelId")); }