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 override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Vector2 movement = animator.GetComponent<MobMotion>().PendingMovement; movement.Normalize(); animator.SetFloat(MovX, movement.x); animator.SetFloat(MovY, movement.y); }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { MobMotion motion = animator.GetComponent<MobMotion>(); Vector2 movement = motion.PendingMovement; animator.SetFloat(MovX, movement.x); animator.SetFloat(MovY, movement.y); }
// 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) { base.OnStateEnter (animator, stateInfo, layerIndex); animator.SetFloat (AnimatorConstants.MOVING,Random.value + 0.25f); animator.SetFloat (AnimatorConstants.ORTHO, Random.value); _rotation = Random.value < 0.5f ? Quaternion.Euler (0, 0, 90) : Quaternion.Euler (0, 0, -90); }
// 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); }
// Use this for initialization void Start () { _axeRes = Resources.Load("Battle_axe") as GameObject; Debug.Log(_axeRes); _mover = GetComponent<MoveScript>(); _anim = GetComponent<Animator>(); _health = GetComponent<HealthScript>(); _anim.SetFloat("SpeedX", 0); _anim.SetFloat("SpeedY", -1); }
public override void Enter() { PlayerBehaviorStateMachine SM = (PlayerBehaviorStateMachine)GetStateMachine(); m_Animator = SM.m_GameObject.GetComponent<Animator>(); m_Animator.SetBool("OnGround", true); m_Animator.SetFloat("Jump", 0.0f); m_Animator.SetFloat("Turn", 0.0f, 0.1f, Time.deltaTime); m_Animator.applyRootMotion = 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); }
private void ShotAnimation(Animator archer, Transform target) { Vector2 targetPos = new Vector2(target.position.x, target.position.y); Vector2 archerPos = new Vector2(archer.transform.position.x, archer.transform.position.y); Vector2 direction = (targetPos - archerPos).normalized; archer.SetFloat("AttackDirectionX", direction.x); archer.SetFloat("AttackDirectionY", direction.y); archer.SetTrigger("AttackTrigger"); }
public override void OnEnter () { animator = ownerDefault.GetComponent<UnityEngine.Animator> (); if (dampTime > 0) { animator.SetFloat (hash, owner.GetValue(value), dampTime, Time.deltaTime); } else { animator.SetFloat (hash, owner.GetValue(value)); } Finish (); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { GameObject[] players = GameObject.FindGameObjectsWithTag ("Player"); Attack attack = animator.GetComponent<AttackQueue> ().Attack; Enemy enem = animator.GetComponent<Enemy> (); Vector3 fromTo = enem.Target.transform.position - animator.transform.position; if (fromTo.magnitude <= attack.collSize.magnitude) { animator.SetFloat (AnimatorConstants.PUNCH, Random.value); } else { animator.SetFloat (AnimatorConstants.PUNCH, 0f); } }
void Init() { agent = GetComponent<NavMeshAgent>(); animator = GetComponent<Animator>(); weapon = GameObject.Find("Weapon").GetComponent<WeaponScript>(); target = GameObject.Find("Player").transform; animator.SetFloat("X", 0); animator.SetFloat("Y", 0); phase = 1; }
public void BeginAttack() { agent = GetComponent<NavMeshAgent> (); Component[] animatorComponents = GetComponentsInChildren<Animator> (); anim = animatorComponents [0] as Animator; // there only exists one animator component //BeginAttack(); attackStarted = true; gameObject.SetActive (true); agent.SetDestination (attackTarget.position); anim.SetFloat ("Walk", 1); anim.SetFloat ("Run", 1); }
private void Init(){ Invoke("activation",2f); master.setLayer("tower",this.gameObject); lifebar = master.getChildFrom("Lifebar", this.gameObject); auxbar = lifebar.transform.localScale; _animator = this.gameObject.GetComponent<Animator> (); _animator.SetBool ("walk", false); _animator.SetFloat("WalkDirectionX", 0f); _animator.SetFloat("WalkDirectionY", -1f); _animator.SetBool ("dead", false); _animator.SetBool ("attack", false); }
public override void OnUpdate() { float mValue = useGlobal ? owner.GetFloatOrInt(globalFloat) : value; if (dampTime > 0) { animator.SetFloat(hash, mValue, dampTime, Time.deltaTime); } else { animator.SetFloat(hash, mValue); } Finish(); }
public override void OnEnter() { animator = ownerDefault.GetComponent <UnityEngine.Animator> (); if (dampTime > 0) { animator.SetFloat(hash, owner.GetValue(value), dampTime, Time.deltaTime); } else { animator.SetFloat(hash, owner.GetValue(value)); } Finish(); }
// Update is called once per frame void FixedUpdate() { onLadder = Physics2D.OverlapCircle (groundCheck.position, ladderRadius, whatIsLadder); anim = GetComponent<Animator>(); float move = Input.GetAxis ("Horizontal"); float moveY = Input.GetAxis ("Vertical"); if (!dead) { if (grounded) { rigidbody2D.velocity = new Vector2 (((Input.GetButton("Run") || (Input.GetAxis("Run") > 0.5f))? (maxSpeed + boost) : maxSpeed) * move , rigidbody2D.velocity.y); } if (onLadder) { anim.SetFloat ( "SpeedY", moveY ); rigidbody2D.velocity = new Vector2 (rigidbody2D.velocity.x, moveY * maxSpeed); } else { anim.SetFloat ( "SpeedY", 0 ); } if (!grounded && !onLadder) { rigidbody2D.velocity = new Vector2 (((Input.GetButton("Run") || (Input.GetAxis("Run") > 0.5f))? (maxSpeed + boost) : maxSpeed) * move , rigidbody2D.velocity.y); } characterRunning = (( move < -0.9f || move > 0.9f) && (Input.GetButton ("Run") || (Input.GetAxis ("Run") > 0.5f))); anim.SetFloat("Speed", Mathf.Abs (move)); anim.SetBool ("running", characterRunning); anim.SetBool ("jumping", !(grounded)); anim.SetBool ("dead", dead); anim.SetBool ("onLadder", onLadder); anim.SetBool ("onLadderMoving", (onLadder && ( Mathf.Abs (move) !=0 || moveY != 0 ))); if (Input.GetButtonDown ("Attack")){ StartCoroutine(SwordAttack()); } anim.SetBool ("sword", Input.GetButtonDown ("Attack")); if (move > 0 &&!facingRight){ Flip (); facingRight = true; }else if (move < 0 && facingRight){ Flip (); facingRight = false; } } }
//OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // Patrolling if(rb != null) rb.velocity = (new Vector2(x, y) * 1f).normalized; if (rb.transform.position != lastPos) { Vector3 direction = rb.transform.position - lastPos; direction.Normalize(); animator.SetFloat("DirectionX", direction.x); animator.SetFloat("DirectionY", direction.y); } lastPos = rb.transform.position; }
//public void Move(Vector2 movement_vector, Animator anim, Rigidbody2D rbody) //{ // if (movement_vector != Vector2.zero) // { // anim.SetBool("isWalking", true); // anim.SetFloat("input_x", movement_vector.x); // anim.SetFloat("input_y", movement_vector.y); // } // else // { // anim.SetBool("isWalking", false); // } // rbody.MovePosition(rbody.position + movement_vector * Time.deltaTime); //} public void Move(Vector2 movement_vector, Animator anim, Rigidbody2D rbody, float speed) { if (movement_vector != Vector2.zero) { anim.SetBool("isWalking", true); anim.SetFloat("input_x", movement_vector.x); anim.SetFloat("input_y", movement_vector.y); } else { anim.SetBool("isWalking", false); } rbody.MovePosition(rbody.position + movement_vector * speed * Time.deltaTime); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //アニメーション開始 / 動作開始 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { hash = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<HashIDs>(); animator.SetFloat(hash.speedFloat, 0f); if (stateInfo.fullPathHash!=hash.EmptyState) { if(stateInfo.fullPathHash==hash.NormalAttack1State|| stateInfo.fullPathHash == hash.NormalAttack2State|| stateInfo.fullPathHash == hash.NormalAttack3State) { PlayerAttack._instance.UseEnergy(SkillType.basic,PosType.basic); } else { if (stateInfo.fullPathHash == hash.Skill1State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.one); } else if (stateInfo.fullPathHash == hash.Skill2State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.two); } else if (stateInfo.fullPathHash == hash.Skill3State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.three); } } } }
/// <summary> /// Will set the Animation with the supplied parameter /// </summary> /// <param name="animation">The Animation to set</param> /// <param name="animator">The animator to get the Animations</param> /// <param name="parameter">The value for the Animation</param> public static void setAnimationTypeAndValue(Animation animation, Animator animator, object value) { if(value == null) { return; } //Grab what Type of parameter AnimatorControllerParameter param = getAnimatorControllerParameter(animation, animator); //If param doesn't exist, just get out if(param == null) { return; } switch(param.type) { case AnimatorControllerParameterType.Bool: animator.SetBool(animation.ToString(), (bool)value); break; case AnimatorControllerParameterType.Float: animator.SetFloat(animation.ToString(), (float)value); break; case AnimatorControllerParameterType.Int: animator.SetInteger(animation.ToString(), (int)value); break; case AnimatorControllerParameterType.Trigger: animator.SetTrigger(animation.ToString()); break; default: break; } }
public void Receive(Ray value, Input _input) { if (_input.InputId == 0) { Set(UnityObjectsConvertions.ConvertToGameObject(value.GetObject())); } if (_input.InputId == 1) { varName.Set(value.GetString()); } if (_input.InputId == 2) { if (value.IsFloat()) { varValue.Set(value.GetFloat()); animator.SetFloat(varName.GetString(), varValue.GetFloat()); } else { Debug.LogWarning("Animator node only supports numbers"); } } }
void HandleReceivingNetworkData(PhotonStream stream, PhotonMessageInfo info) { // Set initial positions instantly. if (!hasInitialUpdate) { isPlayerActive = true; transform.position = realPosition; transform.rotation = realRotation; animator = GetComponent<Animator> (); animator.SetFloat("Speed", 0); animator.SetBool("IsJumping", false); shield = GetComponent<Shield> (); shield.isActive = false; hasInitialUpdate = true; } // Receive updates from other players. gameObject.SetActive((bool)stream.ReceiveNext()); realPosition = (Vector3)stream.ReceiveNext(); realRotation = (Quaternion)stream.ReceiveNext(); animator.SetFloat("Speed", (float)stream.ReceiveNext()); animator.SetBool("IsJumping", (bool)stream.ReceiveNext()); shield.isActive = (bool)stream.ReceiveNext(); }
public void SetFloat(int id, float value) { if (!_isPlayback) { _animator?.SetFloat(id, value); } }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { GameObject target = animator.GetComponent<LockOn>().Target; if (target) { Transform transform = animator.transform; Vector3 heading = target.transform.position - transform.position; heading.Normalize(); animator.SetFloat(NormalX, heading.x); animator.SetFloat(NormalY, heading.y); } else { animator.SetBool(HasTarget, 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 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (stateInfo.normalizedTime >= 0.99f) { animator.SetBool ("InJump", false); animator.SetFloat ("JumpType", 0); } }
// Update is called once per frame void Update() { Debug.DrawLine(eyes.position, player.transform.position, Color.green); if (alive) { anim.SetFloat("velocity", nav.velocity.magnitude); if (state == "idle") { //pick a random place to walk to// Vector3 randomPos = Random.insideUnitSphere * 20f; UnityEngine.AI.NavMeshHit navHit; UnityEngine.AI.NavMesh.SamplePosition(transform.position + randomPos, out navHit, 20f, UnityEngine.AI.NavMesh.AllAreas); nav.SetDestination(player.transform.position); state = "walk"; } //walk// if (state == "walk") { if (nav.remainingDistance <= nav.stoppingDistance && !nav.pathPending) { state = "idle"; } } if (state == "chase") { nav.destination = player.transform.position; } } // nav.SetDestination(player.transform.position); }
// Use this for initialization void Start() { mOctopusAnim = GetComponent<Animator>(); mOctopusAnim.SetFloat(mBlendTree, 1.0f); mRandomRange = Random.Range(minAttackTime, maxAttackTime); mAnimState = AnimationState.Idle; }
void Start() { enemyAnim = GetComponent<Animator>(); tooClose = false; enemyAnim.SetFloat("Speed", 0); // GameObject enemy; }
void Start() { count = 0; anim = GetComponent<Animator>(); anim.SetFloat ("Speed", 2.0f); distance = 0; fight = false; }
// Use this for initialization void Awake() { anim = GetComponent<Animator>(); hash = new PlayerHash(); rigidbody = GetComponent<Rigidbody> (); speedHash = Animator.StringToHash ("Speed"); anim.SetFloat ("Speed", 0); }
// Use this for initialization void Start () { rb = GetComponent<Rigidbody2D>(); boxCollider = GetComponent<BoxCollider2D>(); s_anim = GetComponent<Animator>(); text = GameObject.Find("Textbox").GetComponent<PlayerText>(); s_anim.SetFloat ( "vx", 0 ); s_anim.SetFloat ( "vy", -1 ); }
void Start() { sardineAnimator = GetComponent<Animator> (); sardineAnimator.SetFloat ("Forward", forwardSpeed); sardineRigid = GetComponent<Rigidbody> (); pos = gameObject.transform.position; }
// 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 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //Calculate AttackCD if (attackCD >= 0) { attackCD -= Time.deltaTime; animator.SetFloat(attackCDHash, attackCD); } var Target = animator.GetComponent<BattleUnit>().Target; //Calculate Distance if (Target != null) { animator.SetFloat(distanceHash, Vector3.Distance(animator.transform.position, Target.transform.position) - attackRange); } }
//OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (castingTime >= 0) { castingTime -= Time.deltaTime; animator.SetFloat(castingTimeHash, castingTime); } }
private void Init() { Invoke("activation", 2f); master.setLayer("tower", this.gameObject); lifebar = master.getChildFrom("Lifebar", this.gameObject); auxbar = lifebar.transform.localScale; _animator = this.gameObject.GetComponent<Animator>(); _animator.SetBool("walk", false); _animator.SetFloat("WalkDirectionX", 0f); _animator.SetFloat("WalkDirectionY", -1f); _animator.SetBool("dead", false); _animator.SetBool("attack", false); _bulletSpawnPos = transform.FindChild("CannonBallSpawner"); _towerController = transform.parent.GetComponent<CannonTowerController>(); }
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); }
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); } }
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; } }
public void setSpeed(float speed) { animator.SetFloat(Speed, speed); }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { float x = animator.GetFloat(MovX); float y = animator.GetFloat(MovY); if (Mathf.Abs(x) >= NormalThreshold || Mathf.Abs(y) >= NormalThreshold) { Vector2 normal = new Vector2(x, y); normal.Normalize(); animator.SetFloat(NormalX, normal.x); animator.SetFloat(NormalY, normal.y); } }