void Start() { animator = GetComponent<Animator>(); dragon = GetComponent<Dragon>(); animator.SetBool("Flying",false); animator.SetBool("Breath Fire", false); }
// Use this for initialization void Start() { melt_.SetBool("IsMelt", false); fire_.SetBool("isFire", false); uiManager = GameObject.Find("UILayer").GetComponent <UIManager>(); soundManager = GameObject.Find("EverySceneNeed").GetComponent <SoundManager>(); }
private void CheckTimeIddle(Animator animator) { if (commonParameters.walking) { //if enemy walk, check the timer _deltaTime -= Time.deltaTime; if (_deltaTime <= 0) { animator.SetBool("Timer", true); } //but if only one path... if (commonParameters.AI.walkingParameters.usePath && commonParameters.AI.walkingParameters.path.points.Length<=1) { commonParameters.walking = false; } } else { //if the enemy is not walking but not in its position, go to walking Vector3 target = commonParameters.initialPositionEnemy; Quaternion rotationTarget = commonParameters.initialRotationEnemy; if (!AIMethods.CheckTargetPoint(commonParameters.enemy, target, commonParameters.onFloor, commonParameters.minimumWalkingDistance)) { animator.SetBool("Timer", true); } if (!AIMethods.CheckTargetRotation(commonParameters.enemy, rotationTarget, commonParameters.toleranceDegreeToGoal)) { animator.SetBool("Timer", true); } } }
// 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.SetBool ("lowTrip", false); // In case the animation ends early, we must avoid input holds this.active = false; animator.SetBool ("inAnimation", false); }
// Use this for initialization void Awake() { rb2d = GetComponent<Rigidbody2D> (); anim = GetComponent<Animator> (); anim.SetBool ("surprised", false); anim.SetBool ("facingRight", false); }
void OnTriggerEnter2D(Collider2D other) { if(other.gameObject.tag == "Shot"){ if(other.transform.position.x < Lion.transform.position.x) Lion.rigidbody2D.AddForce( new Vector2(hit_power, 0)); else Lion.rigidbody2D.AddForce( new Vector2( -1 * hit_power, 0)); Lion_Script.HP -= 1; BHScript.currenthealth -= 1; Lion.audio.PlayOneShot (lionroar); Lion_Script.fleeing = true; Lion_Script.flee_time += flee_increase; gameObject.active = false; if(Lion_Script.HP <=0){ anim = Lion.GetComponent<Animator>(); anim.SetBool ("roarState", false); anim.SetBool("deathState", true); anim.SetBool("permaState", true); Lion_Script.enabled = false; } Destroy(other.gameObject); } }
// Use this for initialization void Start() { fire_.SetBool("isFire", false); barrier = GameObject.Find("Barrier2"); uiManager = GameObject.Find("UILayer").GetComponent <UIManager>(); soundManager = GameObject.Find("EverySceneNeed").GetComponent <SoundManager>(); }
// On scene load, do this... void Start() { leftArmNode = transform.Find(leftArmNodeName).GetComponent<PickupNode>(); rightArmNode = transform.Find(rightArmNodeName).GetComponent<PickupNode>(); leftArmNode.setPosition(transform.Find(leftArmNodeName)); rightArmNode.setPosition(transform.Find(rightArmNodeName)); leftArmPosition = "North"; rightArmPosition = "North"; float old_ly = leftArmNode.getTransform().localPosition.y; leftArmNode.getTransform().localPosition = new Vector3(-0.3f, old_ly, 1.0f); float old_ry = rightArmNode.getTransform().localPosition.y; rightArmNode.getTransform().localPosition = new Vector3(0.3f, old_ry, 1.0f); animate = GetComponent<Animator>(); itemManager = GetComponent<PlayerItemManager> (); animate.SetBool("LF", LF); animate.SetBool("RF", RF); // NOTE: // "Node Position" is really only the coordinates of game objects called // "Left Arm Node", "Right Arm Node" and such. The Nodes themselves are a part // of this own manager's abstract class. // // In other words, no properties are ever allocated to those node objects in the // game space. They are only the points at which }
public static bool TriggerExists(this UnityEngine.Animator animator, string triggerName) { if (!animator) { return(false); } animator.logWarnings = false; bool origVal = animator.GetBool(triggerName); animator.SetBool(triggerName, true); if (!animator.GetBool(triggerName)) { return(false); } animator.SetBool(triggerName, false); if (animator.GetBool(triggerName)) { return(false); } animator.SetBool(triggerName, origVal); return(true); }
// Use this for initialization void Start () { LeverAnimator = GetComponent<Animator>(); if (PlayerPrefsX.GetBool("LeverLoading")) { if (gameObject.name == "LeftLever") { LeverAnimator.SetBool("Pulled", PlayerPrefsX.GetBool("LeftLeverPulled")); PlayerPrefsX.SetBool("LeftLeverDealtWith", true); } if (gameObject.name == "RightLever") { LeverAnimator.SetBool("Pulled", PlayerPrefsX.GetBool("RightLeverPulled")); PlayerPrefsX.SetBool("RightLeverDealtWith", true); } if (PlayerPrefsX.GetBool("LeftLeverDealtWith") && PlayerPrefsX.GetBool("RightLeverDealtWith")) { PlayerPrefsX.SetBool("LeverLoading", false); //this line is what is causing the issues with the left lever PlayerPrefsX.SetBool("LeftLeverDealtWith", false); PlayerPrefsX.SetBool("RightLeverDealtWith", false); } } }
// Use this for initialization void Start () { playerHP = maxPlayerHP; //ustawienie wizje na latarke visionALongLight.enabled = true; visionAShortLight.enabled = true; visionBLight.enabled = false; visionBTopLight.enabled = false; visionCLight.enabled = false; mainCamera_ = GameObject.Find("Main Camera"); animator_ = GameObject.Find("laska").GetComponent<Animator>(); //animator_ = //animator_cycki = GameObject.Find("laska_cycki").GetComponent<Animator>(); //animator_nogi = GameObject.Find("laska_nogi").GetComponent<Animator>(); animator_.SetBool("isWalking", false); animator_.SetBool("isShooting", false); animator_.SetBool("isAttacked", false); animator_.SetBool("isDying", false); //animator_cycki.SetBool("isWalking", false); //animator_cycki.SetBool("isShooting", false); //animator_cycki.SetBool("isDying", false); //animator_nogi.SetBool("isWalking", false); //animator_nogi.SetBool("isShooting", false); //animator_nogi.SetBool("isDying", false); }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0) && _weaponSelected != null) { AudioSource.PlayClipAtPoint(fire, Vector3.up); } if (Input.GetKeyDown(KeyCode.E) && _weaponSelected == null) { _colSelected = Physics2D.OverlapPoint(transform.position); if (_colSelected && _colSelected.tag == "weapon") { AudioSource.PlayClipAtPoint(reload, Vector3.up); _weaponSelected = _colSelected.gameObject.GetComponent<generateWeapon>(); anim = _weaponSelected.GetComponent<Animator>(); _weapon = _weaponSelected.weapon.GetComponent<weapons>(); attachToBody.GetComponent<SpriteRenderer>().sprite = _weapon.attachToBody; weapon2 = weapon.GetComponent<weapon>(); bullet_prefab = weapon.GetComponent<weapon>().bullet_prefab; bullet_prefab.GetComponent<SpriteRenderer>().sprite = weapon2.bullets[_weaponSelected.i]; _weaponSelected.transform.localScale = Vector3.zero; anim.SetBool("isTake", true); anim.SetBool("isDrop", false); } } if (Input.GetMouseButtonDown (1) && _weaponSelected != null) { anim.SetBool("isTake", false); anim.SetBool("isDrop", true); _weaponSelected.transform.position = transform.position; attachToBody.GetComponent<SpriteRenderer>().sprite = null; _weaponSelected = null; } }
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.isWriting) { // We own this player: send the others our data stream.SendNext(transform.position); stream.SendNext(transform.rotation); anim = GetComponent< Animator >(); stream.SendNext(anim.GetFloat("Speed")); stream.SendNext(anim.GetFloat("Direction")); stream.SendNext(anim.GetBool("Punch_L")); stream.SendNext(anim.GetBool("LowKick")); stream.SendNext(anim.GetBool("HiKick")); stream.SendNext(anim.GetBool("Shoryuken")); myThirdPersonController myC = GetComponent<myThirdPersonController>(); stream.SendNext((int)myC._characterState); } else { // Network player, receive data this.correctPlayerPos = (Vector3)stream.ReceiveNext(); this.correctPlayerRot = (Quaternion)stream.ReceiveNext(); anim = GetComponent< Animator >(); anim.SetFloat("Speed",(float)stream.ReceiveNext()); anim.SetFloat("Direction",(float)stream.ReceiveNext()); anim.SetBool("Punch_L",(bool)stream.ReceiveNext()); anim.SetBool("LowKick",(bool)stream.ReceiveNext()); anim.SetBool("HiKick", (bool)stream.ReceiveNext()); anim.SetBool("Shoryuken", (bool)stream.ReceiveNext()); myThirdPersonController myC = GetComponent<myThirdPersonController>(); myC._characterState = (CharacterState)stream.ReceiveNext(); } }
public void initVariables(Character currChar, string side, string itemName1) { character = currChar; animator = character.GetComponent<Animator> (); itemName = itemName1; targetRightHouse = new Vector3 (16.5f, 0.45f, -6.0f); targetLeftHouse = new Vector3 (12.0f, 0.45f, -6.0f); targetLeftItemDrop = new Vector3 (14.0f, 0.45f, -6.0f); targetRightItemDrop = new Vector3 (15.4f, 0.45f, -6.0f); //updateAnimationPoints (); animator.SetBool ("insideHouse", true); if (side.Contains ("left") && itemName.Contains ("none")) { leftToRight = true; } else if (side.Contains ("right") && itemName.Contains ("none")) { rightToLeft = true; } else if (side.Contains ("left")) { leftToRightBindle = true; animator.SetBool ("bindle", true); } else if (side.Contains ("right")) { rightToLeftBinle = true; animator.SetBool ("bindle", true); } isInit = true; }
// basic melee attack which just deals damage and runs animation. простая атака ближнего боя которая наносит урон и проигрывает анимацию public void basicMelee() { this.towerManager.isphysDmg=true; this.towerManager.ismageDmg=false; if(attackAreaMeleeEnter.enemy!=null) // check if there is something in front of the tower. проверить есть ли какой-то объект перед башней. { if(attackAreaMeleeEnter.enemy.gameObject.tag.Contains("Enemy")) //check if thing in front of tower is actually an enemy. проверить если этот объект с тегом враг { hp = attackAreaMeleeEnter.enemy.gameObject.GetComponent("Health") as Health; // get health component of an enemy. берем компонент health из объекта врага animator = this.GetComponent<Animator>();// animator // attack with cooldown of two seconds and play animation. атакует с интервалом в две секунды и играет анимацию. if (timeStamp<=Time.time) { hp.getDamage(damage); timeStamp=Time.time+2.0f; animator.SetBool("Attack",false); } // if enemy is dead, destroy enemy object. если враг мертв, уничтожаем его объект и ставим idle анимацию. if (hp.isDead()) { Destroy(attackAreaMeleeEnter.enemy.gameObject); animator.SetBool("Attack",true); } } } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (A) animator.SetBool (AnimParameter.A,false); if (S) animator.SetBool (AnimParameter.S,false); }
// Use this for initialization void Start() { Cursor.visible = false; // temporarily set to true for testing eyes = this.transform.Find("Eyes").gameObject; body = this.transform.Find("geckstronautAnimatedWithGun").gameObject; startPosition = this.transform.position; // this will be the place the player responds to each time he dies eyesStartPos = eyes.transform.position; bodyStartPos = body.transform.position; startRot = this.transform.rotation; eyesStartRot = eyes.transform.rotation; bodyStartRot = body.transform.rotation; characterController = GetComponent<CharacterController>(); firstPersonCamera = this.GetComponentInChildren<Camera>(); geckAnimator = this.transform.Find("geckstronautAnimatedWithGun").GetComponent<Animator>(); geckAnimator.SetBool("HasGun", false); geckAnimator.SetBool("Idle", false); geckAnimator.SetBool("Walking", false); geckAnimator.SetBool("Running", false); geckAnimator.SetBool("Shooting", false); manager = GameObject.FindGameObjectWithTag("GameController"); mouseSensitivity = PlayerPrefs.GetFloat ("Mouse Sensitivity"); //manager.GetComponent<GameManagerScript>().mouseSensitivity; // get mouse sensitivity from GameController object //if (isLocalPlayer) { // this.GetComponentInChildren<Camera>().enabled = true; // this.GetComponentInChildren<AudioListener>().enabled = true; //} }
void Start() { wm = LSingleton.getInstance("LWindowManager") as LWindowManager; teddyAnim = GameObject.Find("Teddy").GetComponent<Animator>(); btn_msg.onClick.AddListener(() => { wm.runWindow("MsgBox", typeof(MsgBox), WindowHierarchy.Normal); }); btn_trans.onClick.AddListener(() => { Application.LoadLevel("first"); }); btn_anim.onClick.AddListener(() => { teddyAnim.SetBool("run_idle", false); teddyAnim.SetBool("idle_run", true); }); btn_clean.onClick.AddListener(() => { teddyAnim.SetBool("idle_run", false); teddyAnim.SetBool("run_idle", true); }); }
// 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 (layerIndex == 1) animator.SetBool("Fire Attack", false); else if (layerIndex == 2) animator.SetBool("Ice Attack", false); }
void MovementAnimations() { var locVel = transform.InverseTransformDirection(playerRBody.velocity); bool ground = ginoController.moveSettings.isGrounded; bool combat = ginoController.combatSettings.inCombat; bool wallCollision = ginoController.moveSettings.wallCollision; bool climbingWall = ginoController.moveSettings.climbingWall; float upSpeed = playerRBody.velocity.y; float groundDist = ginoController.height; float turnSpeed = Input.GetAxis("Horizontal"); float forwardSpeed; float climbUp = locVel.y; float climbRight = locVel.x; bool breakingWall = ginoController.breakingWall; bool block = ginoController.blockInput; bool charge = false; bool crouching = ginoController.moveSettings.isCrouching; if (ginoController.runInput > 0 && ginoController.attackInput) { charge = true; } if (ginoController.attackInput && ginoController.runInput <= 0 && !animator.GetCurrentAnimatorStateInfo(0).IsName("Slap")) { combat = true; } if (!combat) { forwardSpeed = locVel.z; } else { forwardSpeed = Input.GetAxis("Vertical"); } if (Input.GetAxis("Vertical") < -0.1f && !combat) { turnSpeed = 0; } //Normal Locomotion animator.SetFloat("MoveSpeed", forwardSpeed); animator.SetFloat("MoveDirection", turnSpeed); animator.SetFloat("groundDist", groundDist); animator.SetFloat("climbUp", climbUp); animator.SetFloat("climbRight", climbRight); animator.SetBool("isGrounded", ground); animator.SetBool("wallCollision", wallCollision); animator.SetBool("climbingWall", climbingWall); animator.SetBool("isCrouching", crouching); //Combat Locomotion animator.SetBool("inCombat", combat); animator.SetFloat("UpSpeed", upSpeed); animator.SetFloat("CombatForwardSpeed", forwardSpeed); animator.SetFloat("CombatSideSpeed", turnSpeed); animator.SetBool("block", block); animator.SetBool("charge", charge); }
// 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) { animator.SetBool ("idle", true); animator.SetBool ("walk_l", false); animator.SetBool ("walk_r", false); animator.SetBool ("jump", false); animator.SetBool ("attack", false); }
// Use this for initialization void Start () { anim = GetComponent<Animator> (); anim.SetBool ("hover", false); anim.SetBool ("click", false); click = false; }
//OnStateEnter is called before OnStateEnter is called on any state inside this state machine //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called before OnStateExit is called on any state inside this state machine public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (stateInfo.IsTag ("Transition")) { animator.SetBool ("Done", true); } else { animator.SetBool ("Done", false); } }
// 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) { if (animator.GetBool("death")) { animator.SetBool("died", true); animator.SetBool("death", false); } }
// Use this for initialization void Start() { _move = false; _seePlayer = false; animate = this.gameObject.GetComponent<Animator>(); animate.SetBool("seePlayer", _seePlayer); animate.SetBool("move", _move); }
public void MecanimEnterWater() { useMecanim = GetComponent<AttackTriggerC>().useMecanim; animator = GetComponent<PlayerMecanimAnimationC>().animator; animator.SetBool(jumpState , false); animator.SetBool("swimming" , true); animator.Play(swimIdle.name); }
// Use this for initialization void Start() { currentHealth = maxHealth; animator = GetComponent<Animator> (); animator.SetBool ("Idle", true); animator.SetBool ("Sighted", false); }
// Use this for initialization void Start() { melt_.SetBool(Condition, false); fire_.SetBool("isFire", false); dropWaterSound = GetComponent <AudioSource>(); soundManager = GameObject.Find("EverySceneNeed").GetComponent <SoundManager>(); uiManager = GameObject.Find("UILayer").GetComponent <UIManager>(); }
void Start(){ anim = GetComponent<Animator>(); anim.SetBool("IsGrounded", isGrounded); anim.SetBool("IsFacingLeft", isFacingLeft); anim.SetBool("IsFacingRight", isFacingRight); myAudioSource = GetComponent<AudioSource>(); myRigid = GetComponent<Rigidbody2D>(); controlScript = Camera.main.GetComponent<ControlScript>(); }
//-- void Start() { maxspeed=2f;//Set walk speed faceright=true;//Default right side anim = this.gameObject.GetComponent<Animator> (); anim.SetBool ("walk", false);//Walking animation is deactivated anim.SetBool ("dead", false);//Dying animation is deactivated anim.SetBool ("jump", false);//Jumping animation is deactivated }
void Start() { animator = GetComponent<Animator>(); animator.SetBool("RunningFront", false); animator.SetBool("RunningBack", false); animator.SetBool ("FacingFront", false); animator.SetBool ("FacingBack", true); }
void OnTriggerStay2D(Collider2D other) { if (other.gameObject.tag == "Item") { otherAnim = other.gameObject.GetComponent<Animator>(); otherAnim.SetBool("Disappear", false); otherAnim.SetBool("Appear", true); } }
void Start() { rigidBody = GetComponent<Rigidbody>(); animator = GetComponent<Animator>(); animator.SetFloat("Speed", 0); animator.SetBool("Jump", false); animator.SetBool("Slide", false); timeSinceLastSlide = Time.time - movementSettings.slideDuration; }
/// <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); } }
// Use this for initialization void Start() { anim = this.GetComponent<Animator>(); Ground = 1 << 12; anim.SetBool ("Right", true); anim.SetBool ("Left", true); anim.SetBool ("Up", true); anim.SetBool ("Down", true); }
void Update() { if (isWalking) { animator.SetBool("isWalking", true); } else { animator.SetBool("isWalking", false); } }
//如果抢夺者在视野内,就追, 否则就认为防御成功 public override TaskStatus OnUpdate() { //做一个安全的校验 if (target == null && target.Value == null) { return(TaskStatus.Failure); } HP = enermyHealth.HP; //Debug.Log("Hp is " + HP); if (HP > fleeHP) { isHPFlee.Value = false; } if (HP <= fleeHP) { animator.SetBool("isHPFlee", false); isHPFlee.Value = true; //target = null; //target.Value = null; return(TaskStatus.Failure); } float sqrDistance = (target.Value.position - transform.position).sqrMagnitude; if (sqrDistance <= attackRange) { animator.SetBool("isInAttackRange", true); } else { animator.SetBool("isInAttackRange", false); } float angle = Vector3.Angle(transform.forward, target.Value.position - transform.position); if (sqrDistance < sqrViewDistance && angle < fieldOfViewAngle.Value * 0.5f) { if (navMeshAgent.destination != target.Value.position) { navMeshAgent.destination = target.Value.position; } return(TaskStatus.Running); } else { Debug.Log("quitChasing!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); animator.SetBool("isInView", false); return(TaskStatus.Failure); } }
public override void OnStart() { enermyHealth = this.GetComponent <EnermyHealth>(); HP = enermyHealth.HP; fleeHP = enermyHealth.fleeHP; animator.SetBool("isInView", false); // initially move towards the closest waypoint float distance = Mathf.Infinity; float localDistance; for (int i = 0; i < waypoints.Value.Count; ++i) { if ((localDistance = Vector3.Magnitude(transform.position - waypoints.Value[i].position)) < distance) { distance = localDistance; waypointIndex = i; } } // set the speed, angular speed, and destination then enable the agent navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.enabled = true; navMeshAgent.destination = Target(); }
public void OnToggleValueChange(bool value) { if (!this.UseToggle || this.TargetToggle == null) { return; } this.active = this.TargetToggle.isOn; if (this.TransitionMode == UITransitionMode.Animation) { UnityEngine.Animator animator = this.GetAnimator(); if (this.TargetGameObject == null || animator == null || !animator.isActiveAndEnabled || animator.runtimeAnimatorController == null || string.IsNullOrEmpty(this.ActiveBool)) { return; } animator.SetBool(this.ActiveBool, this.active); } this.DoStateTransition(this.active ? UITransitionVisualState.Active : this.selected ? UITransitionVisualState.Selected : this.highlighted ? UITransitionVisualState.Highlighted : UITransitionVisualState.Normal, false); }
// Update is called once per frame void Update() { Animator.SetFloat("speed", Input.GetAxis("Horizontal")); // ser till att animationer spelas när spelaren går - Gustav if (Input.GetAxis("Horizontal") < 0) { direction = -1; } else if (Input.GetAxis("Horizontal") > 0) // lagrar vilken riktning som spelaren senast gick i för att se till att den är vänd i rätt riktning - Gustav { direction = 1; } if (direction == -1) { sprite.flipX = true; // vänder spelaren i lämplig rikttning utifrån riktningen som den senast gick mot - Gustav } else { sprite.flipX = false; } if (Input.GetButtonDown("Jump")) // startar animationen för att hoppa - Gustav { Animator.SetFloat("jump", 1); } else if (rb.velocity.y < 0.01) { Animator.SetFloat("jump", rb.velocity.y); } Animator.SetBool("dashing", dash.DMG); }
// Update is called once per frame void Update() { animator.SetFloat("xSpeed", Mathf.Abs(body.velocity.x)); animator.SetFloat("ySpeed", body.velocity.y); animator.SetBool("isSliding", movement.IsSliding); }
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { controller = animator.gameObject.GetComponent <PlayerController>(); //controller.OnTrigger2DStay += OnPlayerTrigger2DEnter; ani = animator; animator.SetBool("Idle", true); }
public static bool AnimeParamSet( UnityEngine.Animator animator, string name, object value, AnimatorControllerParameterType type) { switch (type - 1) { case 0: animator.SetFloat(name, (float)value); break; case 2: animator.SetInteger(name, (int)value); break; case 3: animator.SetBool(name, (bool)value); break; default: if (type != 9) { return(false); } switch (value) { case null: animator.ResetTrigger(name); break; case bool flag: if (flag) { animator.SetTrigger(name); break; } animator.ResetTrigger(name); break; case int num: if (num != 0) { animator.SetTrigger(name); break; } animator.ResetTrigger(name); break; default: animator.SetTrigger(name); break; } break; } return(true); }
// Use this for initialization void Start() { fire_.SetBool("isFire", false); GameObject girl = GameObject.Find("Girl"); foreach (Transform trChild in transform) { if (trChild.GetComponent <Collider>() != null) { foreach (Transform trChild2 in transform) { if (trChild2.GetComponent <Collider>() != null) { Physics.IgnoreCollision(trChild.gameObject.GetComponent <Collider>(), trChild2.gameObject.GetComponent <Collider>()); } } Physics.IgnoreCollision(trChild.gameObject.GetComponent <Collider>(), GetComponent <Collider>()); } } uiManager = GameObject.Find("UILayer").GetComponent <UIManager>(); soundManager = GameObject.Find("EverySceneNeed").GetComponent <SoundManager>(); }
public void SetAnimatorParameter() { if (!animator.enabled || !animator.gameObject.activeInHierarchy) { if (LogDebug) { UnityEngine.Debug.Assert(animator.enabled && animator.gameObject.activeInHierarchy, "Setting the animator parameter while the animator is disabled may not register the change", this); } return; } if (isUnsafe) { return; } switch (ParameterType) { case AnimatorControllerParameterType.Float: animator.SetFloat(ParameterID, FloatValue.Value); break; case AnimatorControllerParameterType.Int: animator.SetInteger(ParameterID, IntValue.Value); break; case AnimatorControllerParameterType.Bool: animator.SetBool(ParameterID, BoolValue.Value); break; case AnimatorControllerParameterType.Trigger: animator.SetTrigger(ParameterID); break; default: throw new ArgumentOutOfRangeException(); } if (PreventFewTriggersPerFrame) { StartCoroutine(MakeUnsafeTillEndOfFrame()); } if (LogDebug) { UnityEngine.Debug.Log("Parameter Set", this); } }
// Update is called once per frame void Update() { if (HP <= 0 && isDead == false) { isDead = true; animator.SetBool("isdead", true); this.GetComponent <BehaviorTree>().enabled = false; this.GetComponent <NavMeshAgent>().enabled = false; NotificationCenter.DefaultCenter().PostNotification(this, "IfCowDie"); GameFacade.Instance.PlayNormalSound(AudioManager.Sound_howl); this.GetComponent <BoxCollider>().enabled = false; Destroy(this.gameObject, 10f); } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonUp(0) || rope == null) { flag = false; animator_.SetBool("isFire", false); } if (!flag && Input.GetMouseButtonDown(0)) { t_MouseDown = DateTime.Now; flag = true; } if (flag && DateTime.Now - t_MouseDown > new TimeSpan(0, 0, 0, 1, 0)) { var ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit[] hits = Physics.RaycastAll(ray); bool isHitSprite = false; bool isHitRope = false; foreach (RaycastHit hit in hits) { if (hit.collider.tag == "rope") { isHitRope = true; } if (hit.collider.gameObject.tag == "BoySprite") { isHitSprite = true; } } if (isHitSprite && isHitRope) { animator_.SetBool("isFire", true); } } }
public override void OnStart() { Debug.Log("startChasing!!!"); //target=GameObject.Find() animator = this.GetComponent <Animator>(); animator.SetBool("isInView", true); enermyHealth = this.GetComponent <EnermyHealth>(); HP = enermyHealth.HP; fleeHP = enermyHealth.fleeHP; Debug.Log("Hp is " + HP); sqrViewDistance = viewDistance.Value * viewDistance.Value; //启用导航组件 navMeshAgent.enabled = true; navMeshAgent.speed = speed.Value; navMeshAgent.angularSpeed = angularSpeed.Value; navMeshAgent.destination = target.Value.position; }
public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { foreach (KeyValuePair <string, float> t in _enityData.DictActionTime) { if (stateInfo.normalizedTime > t.Value) { if (_listNode.Contains(t.Key) == false) { _listNode.Add(t.Key); _enity.SetProperty("normalizedTime", t.Key); } } } if (stateInfo.normalizedTime >= 0.95f + transitionTime) { if (!_isEnd) { //GameInput.Log("state to the end " + stateInfo.normalizedTime); _isEnd = true; animator.SetBool("isAttack", false); animator.Play("idle01"); _enity.SetProperty("actinStateEnd", stateInfo); } } /* if (stateInfo.normalizedTime > 0.3f)//播放特效时间节点 * { * if (!_listNode.Contains("effectNode")) * { * _enity.SetProperty("normalizedTime", "effectNode"); * _listNode.Add("effectNode"); * } * } * if (stateInfo.normalizedTime > 0.6f)//播放受击动作时间节点 * { * if (!_listNode.Contains("beAtkNode")) * { * _enity.SetProperty("normalizedTime", "beAtkNode"); * _listNode.Add("beAtkNode"); * } * }*/ }
public static bool AnimeParamSet(UnityEngine.Animator animator, string name, object value) { switch (value) { case float num: animator.SetFloat(name, num); break; case int num: animator.SetInteger(name, num); break; case bool flag: animator.SetBool(name, flag); break; default: return(false); } return(true); }
public void SetAnimatorParameter(UnityEngine.Animator animator) { switch (ParameterType) { case AnimatorControllerParameterType.Float: animator.SetFloat(ParameterID, FloatValue.Value); break; case AnimatorControllerParameterType.Int: animator.SetInteger(ParameterID, IntValue.Value); break; case AnimatorControllerParameterType.Bool: animator.SetBool(ParameterID, BoolValue.Value); break; case AnimatorControllerParameterType.Trigger: animator.SetTrigger(ParameterID); break; } }
void Update() { if (!caughtPlayer) { SearchForPlayer(); } else { agent.enabled = false; } isWalking = agent.velocity != Vector3.zero ? true : false; if (!isWalking) { audioSource.Pause(); } else { audioSource.UnPause(); } animator.SetBool("isWalking", isWalking); }
public void StartFire() { SpriteRenderer render = GetComponent <SpriteRenderer>(); Sprite sprite = render.sprite; print("sprite.name " + sprite.name); if (sprite.name == trayWithWater.name) { steam.SetBool("IsSteam", true); Rigidbody rb = transform.gameObject.GetComponent <Rigidbody>(); rb.mass = 1; GetComponent <SpriteRenderer>().sprite = trayWithoutWater; if (!hasPrompt && gameObject.name == "right board") { GameObject.Find("UILayer").GetComponentInChildren <BtnPromptController>(true).SwitchPromptFrom(2); hasPrompt = true; } else if (!hasPrompt && gameObject.name == "left board") { GameObject.Find("UILayer").GetComponentInChildren <BtnPromptController>(true).SwitchPromptFrom(3); hasPrompt = true; } } }
public override void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { //controller.OnTrigger2DStay -= OnPlayerTrigger2DEnter; animator.SetBool("Idle", false); }
public override void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { animator.SetBool("Chase", false); }
// Use this for initialization void Start() { fire_.SetBool("isFire", false); uiManager = GameObject.Find("UILayer").GetComponent <UIManager>(); }
// Use this for initialization void Start() { waterRise.SetBool("IsRaise", false); }
public void setOnGround(bool onGround) { animator.SetBool(Grounded, onGround); }
public void enableWhiteNoise() { animator.SetBool("Activated", true); audiosources.transform.GetChild(4).GetComponents <StudioEventEmitter>()[0].SetParameter("TVParam", 1); }
// Update is called once per frame void Update() { animator.SetBool("won", win); }