IsName() public method

Does name match the name of the active state in the statemachine?

public IsName ( string name ) : bool
name string
return bool
コード例 #1
0
ファイル: piscar.cs プロジェクト: fayvit/PQP
    // Update is called once per frame
    void Update()
    {
        tempo+=Time.deltaTime;

        if(animator)
        {
            animaState = animator.GetCurrentAnimatorStateInfo(0);
            if(animaState.IsName("padrao")){
                if(tempo>TEMPO_DE_PISCAR )
                {
                    piscarAgora();
                }
            }else if(animaState.IsName("cair")){
                material.mainTextureOffset = new Vector3(3*deslocamento,0);
            }else if(animaState.IsName("dano1")){
                tempo = TEMPO_DE_PISCAR;
                piscarAgora();
            }else
                material.mainTextureOffset = new Vector3(0,0);
        }else
        {
            animator = GetComponent<Animator>();
            if(animator)
                animaState = animator.GetCurrentAnimatorStateInfo(0);
        }
    }
コード例 #2
0
    public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        base.OnStateUpdate(animator, stateInfo, layerIndex);

        if (Input.GetKeyDown(KeyCode.K))
        {
            if (stateInfo.IsName("PowerAttack.powerattack_1") && stateInfo.normalizedTime > 0.35f)
            {
                animator.CrossFade("powerattack_2", 0);
            }

            else if (stateInfo.IsName("PowerAttack.powerattack_2") && stateInfo.normalizedTime > 0.35f)
            {
                animator.CrossFade("powerattack_3", 0);
            }

            else if (stateInfo.IsName("PowerAttack.powerattack_3") && stateInfo.normalizedTime > 0.35f)
            {
                animator.CrossFade("powerattack_4", 0);
            }

            else if (stateInfo.IsName("PowerAttack.powerattack_4") && stateInfo.normalizedTime > 0.35f)
            {
                animator.CrossFade("powerattack_5", 0);
            }
        }
    }
	void Update () 
	{
		currentBaseState = anim.GetCurrentAnimatorStateInfo(0);
		currentShieldState = anim.GetCurrentAnimatorStateInfo(1);

		// Check if size change has been activated by the user
		if (character.sizeChangeTransition)
		{
			ActivateSizeChangeAura();
		}
		else if (!character.sizeChangeTransition)
		{
			DeativateSizeChangeAura();
		}

		// Check if character is holding shield
		if (currentShieldState.IsName("HoldShield") || currentBaseState.IsName("Dash"))
		{
			ActivateShieldWave();
		}
		else if (!currentShieldState.IsName("HoldShield") || !currentBaseState.IsName("Dash"))
		{
			DeactivateShieldWave();
		}

		// Check if character is dashing
		if (currentBaseState.IsName("Dash"))
		{
			ActivateDashEffect();
		}

	
	}
コード例 #4
0
 // Update is called once per frame
 void Update()
 {
     time += Time.deltaTime;
     info = ani.GetCurrentAnimatorStateInfo(0);
     if (audio.isPlaying == false&&motionflag == false && time > 3.0f)
     {
         if (Life > 20)
         {
             audio.clip = okok;
             audio.Play();
             ani.SetTrigger("Win");
             motionflag = true;
         }
         else
         {
             audio.clip = nooo;
             audio.Play();
             ani.SetTrigger("Lose");
             motionflag = true;
         }
     }
     if (info.IsName("WIN00") || info.IsName("LOSE00"))
     {
         if (info.normalizedTime > 1.0f&&byeflag == false && time > 5.0f)
         {
             ani.SetTrigger("bye");
             audio.clip = bye;
             audio.Play();
             byeflag = true;
         }
     }
 }
コード例 #5
0
	// Update is called once per frame
	void Update () {
		//Debug.Log(anim.GetCurrentAnimatorStateInfo(0).tagHash.ToString());

		asi = anim.GetCurrentAnimatorStateInfo (0);
		if (asi.IsName ("Still Scenes")) {
			if(!a1HasPlayed){
				audSource.PlayOneShot (a1,2f);
				a1HasPlayed = true;
			}
		}else if (asi.IsName ("Still Scene 2")) {
			if(!a2HasPlayed){
				audSource.PlayOneShot (a2,1f);
				a2HasPlayed = true;
			}
		}else if (asi.IsName ("Still Scene 3")) {
			if(!a3HasPlayed){
				audSource.PlayOneShot (a3,1f);
				a3HasPlayed = true;
			}
		}else if (asi.IsName ("Cutscene Still 4")) {
			if(!a4HasPlayed){
				audSource.PlayOneShot (a4,1f);
				a4HasPlayed = true;
			}
		}

		if ( a4HasPlayed && !audSource.isPlaying )
			SceneManager.LoadScene ( "Instructions" );
	}
コード例 #6
0
    public override void OnIdle()
    {
        animatorController.setRuning(false);

        if (inAttack)
        {
            // 战斗待机
        }
        else
        {
            // 处于Base Layer

            // 普通待机
            baseLayerStateInfo = animator.GetCurrentAnimatorStateInfo(0);
            if (baseLayerStateInfo.IsName("Stand") && baseLayerStateInfo.normalizedTime > 0.9)
            {
                //this.animator.SetInteger("idleType", 1);
                animatorController.setIdleType(1);
            }
            else if (baseLayerStateInfo.IsName("IDLE1") && baseLayerStateInfo.normalizedTime > 0.9)
            {
                //this.animator.SetInteger("idleType", 0);
                animatorController.setIdleType(0);
            }
        }
    }
コード例 #7
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) {
		if (stateInfo.IsName ("noop") || stateInfo.IsName ("blackout")) {
			fading = false;
		} else {
			fading = true;
		}
		animator.SetBool ("fading",fading);
	}
コード例 #8
0
ファイル: CanBeh.cs プロジェクト: Dotby/CocaColaHealth
    // 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 (stateInfo.IsName("rotToFaceIdle") == true){
            GameObject.Find("Root").GetComponent<AnimLineControl>().RunSostav();
        }

        if (stateInfo.IsName("idleUpCan") == true){
            GameObject.Find("Root").GetComponent<AnimLineControl>().CanUpped();
        }
    }
コード例 #9
0
    // 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 (stateInfo.IsName ("On")) {

        }

        if (stateInfo.IsName ("Off")) {

        }
    }
コード例 #10
0
    void PlayerRayController()
    {
        myASI = PlayerAnimator.GetCurrentAnimatorStateInfo(0);

        Vector3 posPlayer;
        Vector3 posPlayerDown;

        posPlayer = PlayerRay.transform.position;
        posPlayer.y += 1.5f;

        posPlayerDown = posPlayer;

        RayPlayer = new Ray (posPlayer, PlayerRay.forward);
        PlayerRayDown = new Ray(posPlayerDown, -PlayerRay.up);

        Debug.DrawRay(posPlayer, PlayerRay.forward * 2, Color.red);
        Debug.DrawRay(posPlayerDown, -PlayerRay.up * 2, Color.green);

        if (bIsGrounded && myASI.IsName("Locomotion") && !myASI.IsName("JumpUp"))
        {
            if (Physics.Raycast(RayPlayer, out hitInfo, 1.5f))
            {
                Debug.Log("Choque para subir con : " + hitInfo.transform.tag);
                if (hitInfo.transform.tag.Equals("Barda") && bIsGrounded)
                {
                    bIsGrounded = false;
                    PlayerAnimator.SetTrigger("JumpToWall");
                }
            }
        }

        else if (!bIsGrounded && !myASI.IsName("JumpDownRoll") && !myASI.IsName("JumpUp") && !myASI.IsName("Locomotion"))
        {
            if (!Physics.Raycast(PlayerRayDown, out hitInfo, 1.5f))
            {
                PlayerAnimator.SetTrigger("JumpDown");
                bIsGrounded = true;
            }
        }

        /// Podemos manipular los huesos para la animacion, sólo en modelos humanoides
        /// y sólo para las manos y pies, en el resto de las partes del cuerpo no funcionan.
        ///

        ///Modificamos el tamaño del collider dependiendo del estado de la aninmacion
        if (myASI.IsName("Dive"))
            PlayerCollider.height = PlayerAnimator.GetFloat("ScaleOffsetCapsule");
        else
            PlayerCollider.height = startHeightCollider;
    }
コード例 #11
0
 void UpdateAnimatorStates()
 {
     animatorState = m_animator.GetCurrentAnimatorStateInfo(0);
     if(animatorState.IsName("Base Layer.idle"))
     {
         if(m_animator.GetInteger("anmvlue")==0)
         {
             int radom=Random.Range(1,11);
             if(radomValue != radom){
                 radomValue=radom;
                 m_animator.SetInteger("anmvlue",radomValue);
             }
         }
     }
     else if(m_animator.GetInteger("anmvlue")!=0)
     {
         if(m_animator.GetInteger("anmvlue")==10){
             Voices[8].Play();
         }
         else{
             Voices[((radomValue-1)%8)].Play();
         }
         m_animator.SetInteger("anmvlue",0);
     }
 }
コード例 #12
0
ファイル: TaiwanBearAI.cs プロジェクト: OsDim/ProjectROC
	// Update is called once per frame
	void Update () {
		if (Grounded && playEff) {
			playEff = false;
			if (GroundEff != null)
				StartCoroutine (endEff (0.85f));
		}
		stateInfo = anim.GetCurrentAnimatorStateInfo (0);
		if (player != null && stateInfo.IsName ("idle")) {
			if (player.position.x > gameObject.transform.position.x && !facingRight) {
				// ... flip the player.翻轉人物(向右)讓facingRight = true
				Flip ();
				facingRight = true;
			}else if (player.position.x < gameObject.transform.position.x && facingRight) {
				// ... flip the player.翻轉人物使其向左 讓facingRight = fales
				Flip ();
				facingRight = false;
			}
		}

		if (needAtk && CanAtk) {
			anim.SetTrigger("Atk");
			atkCooldown = Random.Range(3,atkRate);
		}

		//anim.SetBool ("riceGround", Grounded);

		if (atkCooldown > 0) {
			atkCooldown -= Time.deltaTime;
		}
	}
コード例 #13
0
 void OnStateExit(AnimatorStateInfo info)
 {
     if (info.IsName(ExitAnimationName))
     {
         shouldRecycle = true;
     }
 }
コード例 #14
0
	/// <summary>
	/// Method called by unity when a state is entered
	/// </summary>
	/// <param name="animator">the animator where the script is called</param>
	/// <param name="stateInfo">state info of the new state</param>
	/// <param name="layerIndex">the layer of the state change</param>
	public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
	{
		if (stateInfo.IsName("Menu_Delete"))
		{
			Destroy(animator.transform.parent.gameObject);
		}
	}
コード例 #15
0
    // Update is called once per frame
    void Update()
    {
        if(PlayerAnimator == null)
            PlayerAnimator = GetComponent<Animator>();

        ///Obtenemos el estado actual de la animacion
        myASI = PlayerAnimator.GetCurrentAnimatorStateInfo(0);

        ///Como la tecla no tiene sensibilidad me manda 1 directamente por lo que
        /// no se nota la animación de Walk y parece que pasa directo a Run
        /// Con un Joystic se soluciona
        ///Caminamos si presionamos hacia arriba
        PlayerAnimator.SetFloat("WalkForwardSpeed", Input.GetAxis("Vertical"));
        ///Caminamos a la Izq o Der
        PlayerAnimator.SetFloat("WalkDirection", Input.GetAxis("Horizontal"));

        ///Preguntamos si estamos dentro de la maquina de Locomotion
        /// Asi evitamos que haga otro comportamiento en cualquier otra animacion
        /// en este caso evitamos que salte si no esta corriendo
        if(myASI.IsName("Locomotion"))
            if (Input.GetKeyDown(KeyCode.Space))
                PlayerAnimator.SetTrigger("Jump");

        ///Saludo aplicado con mascaras
        /// las máscaras sirven para desasociar partes del modelo y hacer que ciertas
        /// partes haagan otras animaciones.
        /// Como correr dos máquinas de estado al mismo tiempo.
        /// Si por ejemplo la animacion de disparo se realiza con el avatar completamente estático
        /// y quiero disparar caminando, en vez de hacer una animacion nueva de Diaparo/camino
        /// lo que hago es hacer máscaras, de esa forma la parte superior del torso realiza la animacion de
        /// disparo y l aparte inferior realiza la animacion de caminado.
        /// De esa forma no tengo que hacer animaciones especificas para cada estado.
        if (Input.GetKeyDown(KeyCode.Q))
            PlayerAnimator.SetTrigger("Wave");
    }
コード例 #16
0
    void Update()
    {
        state = animator.GetCurrentAnimatorStateInfo(0);

        if (!state.IsName("Move"))
        {
            nav.enabled = false;
            obstacle.enabled = true;
            moveTime = 0;
            animator.SetFloat("MovedTime", moveTime);
            return;
        }

        if (!characterController.isGrounded)
        {
            characterController.Move(Physics.gravity * Time.deltaTime * 5);
        }

        if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
        {
            nav.enabled = true;
            obstacle.enabled = false;
            nav.SetDestination(player.transform.position);
        } else
        {
            nav.enabled = false;
            obstacle.enabled = true;
        }

        moveTime += Time.deltaTime;

        animator.SetFloat("MovedTime", moveTime);
    }
コード例 #17
0
ファイル: SwooshNew.cs プロジェクト: bmjoy/u3dutility
    void Update()
    {
        _startN = 0.0f;
        _endN = 0.0f;
        _animationState = mAnimator.GetCurrentAnimatorStateInfo (0);

        SwoonNode snode = System.Array.Find (_animations, xx => _animationState.IsName (xx.clipname));
        if (snode != null)
        {
            _time = _animationState.normalizedTime - Mathf.Floor(_animationState.normalizedTime);
            float frames = (int)(_animationState.length*30);
            _startN = snode.start / frames;
            _endN = snode.end / frames;
            if (_time >= _startN && _time < _endN)
            {
                _trails.ForEach(x=>x.Emit = true);
            }
            else
            {
                _trails.ForEach(x=>x.Emit = false);
            }
        }
        else
        {
            _time = 0f;
            //_prevTime = _time;
            //_prevAnimTime = 0f;
        }
    }
コード例 #18
0
    public void TakeDamage(int amount, Vector3 hitPoint, int attackType, Vector3 hurtPostion)
    {
        state = animator.GetCurrentAnimatorStateInfo(0);

        if (isDead || state.IsName("hit03"))
        {
            return;
        }

        Vector3 targetDirection = MathUtils.XZVector(hurtPostion) - MathUtils.XZVector(transform.position);
        Quaternion r = Quaternion.LookRotation(targetDirection);
        transform.rotation = r;

        enemyAudio.Play();
        iTween.ShakePosition(Camera.main.gameObject, iTween.Hash("x", 0.1f * attackType, "time", cameraShakeTime * attackType));

        currentHealth -= amount;

        if (currentHealth <= 0)
        {
            Death();
        }
        else
        {
            animator.SetTrigger("HurtType_" + attackType);
        }
    }
コード例 #19
0
ファイル: PhoneBeh.cs プロジェクト: Dotby/SavePhone
 // 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(stateInfo.IsName("idleUp") == true){
         Debug.Log("UPPPPP");
         GameObject.Find("ImageTarget").GetComponent<PanelsViewer>().End();
     }
 }
コード例 #20
0
ファイル: TP_Animator.cs プロジェクト: darinav/ShooterSample
 public void CheckReloadState(AnimatorStateInfo info)
 {
     if (reloadAllowed && currentWeaponState.IsName("Reloading") && info.IsName("New State"))
     {
         TP_Controller.Instance.CompleteWeaponReload();
         reloadAllowed = false;
     }
 }
コード例 #21
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!GameManager.Instance.charState.IsIdle() && stateInfo.IsName("Idle"))
     {
         //Debug.Log("In Idle");
         GameManager.Instance.charState.SetState(RomanCharState.State.Idle);
     }
 }
コード例 #22
0
 // 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.IsName("Death"))
     {
         //call the destroy
        Destroy(GameObject.Find("pf_Character"), 0.0f);
     }
 }
コード例 #23
0
ファイル: PlayAnimat.cs プロジェクト: wishes2018/UnityGame
 public override TaskStatus OnUpdate()
 {
     stateinfo = animator.GetCurrentAnimatorStateInfo(0);
     if (stateinfo.IsName ("Base Layer."+animName) && stateinfo.normalizedTime >= 0.99f) {
         return TaskStatus.Success;
     }
     return TaskStatus.Running;
 }
コード例 #24
0
 public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     foreach(SlidingDoorListener li in listeners) {
         if (stateInfo.IsName("Opening")) {
             li.DoorOpening();
         }
         else if (stateInfo.IsName("Open")) {
             li.DoorOpened();
         }
         else if (stateInfo.IsName("Closing")) {
             li.DoorClosing();
         }
         else if (stateInfo.IsName("Closed")) {
             li.DoorClosed();
         }
     }
 }
コード例 #25
0
ファイル: dead.cs プロジェクト: wishes2018/UnityGame
 public override TaskStatus OnUpdate()
 {
     stateinfo = animator.GetCurrentAnimatorStateInfo(0);
     if (stateinfo.IsName ("Base Layer.dead") && stateinfo.normalizedTime >= 0.99f) {
         gameObject.SetActive (false);
         return TaskStatus.Success;
     }
     return TaskStatus.Running;
 }
コード例 #26
0
    // 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 (score == null)
            score = GameObject.FindGameObjectWithTag("Score");

        if (stateInfo.IsName("Attack"))
        {
            score.GetComponent<Text>().GetComponent<scoreControl>().updateScore(10, "Minus");
        }
    }
コード例 #27
0
ファイル: WeaponSwitchNotify.cs プロジェクト: tegates/Warzone
 // 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(stateInfo.IsName("LongGunPullOut"))
     {
         animator.GetComponent<CharacterReference>().ParentCharacter.MyEventHandler.TriggerOnLongGunPullOutFinish();
     }
     else if(stateInfo.IsName("PistolPullOut"))
     {
         animator.GetComponent<CharacterReference>().ParentCharacter.MyEventHandler.TriggerOnPistolPullOutFinish();
     }
     else if(stateInfo.IsName("LongGunPutAway"))
     {
         animator.GetComponent<CharacterReference>().ParentCharacter.MyEventHandler.TriggerOnLongGunPutAwayFinish();
     }
     else if(stateInfo.IsName("PistolPutAway"))
     {
         animator.GetComponent<CharacterReference>().ParentCharacter.MyEventHandler.TriggerOnPistolPutAwayFinish();
     }
 }
コード例 #28
0
    //Play an animation, making sure it's not already being played.
    public void PlayAnimation(string animationName)
    {
        ResetAnimator();

        animatorState = objectAnimator.GetCurrentAnimatorStateInfo(0);

        if (animatorState.IsName(animationName) == false)
            objectAnimator.Play(animationName);

        currentAnimName = animationName;
    }
コード例 #29
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)
 {
     DeathRogumer deathRogumer = GameObject.FindObjectOfType<DeathRogumer> ();
     if(!deathRogumer.deployingVile)
     {
         if(stateInfo.IsName("enemy-death rogumer-lift-deploy"))
         {
             deathRogumer.DeployRoadAttacker ();
         }
     }
 }
コード例 #30
0
 void Update()
 {
     m_CurStateInfo = m_animator.GetCurrentAnimatorStateInfo(0);
     if (curState == null || !m_CurStateInfo.IsName(curState))
     {
         curState = getCurState();
         changeState();
     }
     if (Player.instance.curState != null)
        Player.instance.curState.execute(this);
 }
コード例 #31
0
 static public int IsName(IntPtr l)
 {
     try{
         UnityEngine.AnimatorStateInfo self = (UnityEngine.AnimatorStateInfo)checkSelf(l);
         System.String a1;
         checkType(l, 2, out a1);
         System.Boolean ret = self.IsName(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #32
0
 static int IsName(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.AnimatorStateInfo obj = (UnityEngine.AnimatorStateInfo)ToLua.CheckObject(L, 1, typeof(UnityEngine.AnimatorStateInfo));
         string arg0 = ToLua.CheckString(L, 2);
         bool   o    = obj.IsName(arg0);
         LuaDLL.lua_pushboolean(L, o);
         ToLua.SetBack(L, 1, obj);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #33
0
    // Update is called once per frame
    void Update()
    {
        if (GameObject.Find("SceneSand (1)") == null)
        {
            dialogAnimator.SetBool("SandInBag", true);
        }

        if (dialogAnimator.GetCurrentAnimatorStateInfo(0).IsName("portal"))
        {
            portal.SetActive(true);
        }
        if (Input.GetKeyDown("space"))
        {
            dialogAnimator.SetTrigger("Space");
            indicator = dialogAnimator.GetCurrentAnimatorStateInfo(0);
            if (indicator.IsName("HelloThereWait"))
            {
                dialogAnimator.SetBool("gap1", true);
            }
            else if (indicator.IsName("SelfIntroductionWait"))
            {
                dialogAnimator.SetBool("gap2", true);
            }
            else if (indicator.IsName("HelpMeWait"))
            {
                dialogAnimator.SetBool("gap3", true);
            }
            else if (indicator.IsName("TryThisWait"))
            {
                dialogAnimator.SetBool("gap4", true);
            }
            else if (indicator.IsName("Rain"))
            {
                dialogAnimator.SetBool("getRain", true);
                if (cloud != null)
                {
                    cloud.SetActive(true);
                }
            }
            else if (dialogAnimator.GetBool("granite") == true && indicator.IsName("GraniteGot"))
            {
                dialogAnimator.SetBool("gap5", true);
            }
            else if (indicator.IsName("rememberWait"))
            {
                dialogAnimator.SetBool("remember", true);
            }
            else if (dialogAnimator.GetBool("gotSand") == true && indicator.IsName("gotSand"))
            {
                dialogAnimator.SetBool("gap6", true);
            }
            else if (indicator.IsName("endWait"))
            {
                dialogAnimator.SetBool("gap7", true);
            }
        }
        else
        {
            dialogAnimator.ResetTrigger("Space");
        }
    }
コード例 #34
0
// methods

    static bool AnimatorStateInfo_IsName__String(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 1)
        {
            System.String arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg);
            UnityEngine.AnimatorStateInfo argThis = (UnityEngine.AnimatorStateInfo)vc.csObj;                JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(argThis.IsName(arg0)));
            JSMgr.changeJSObj(vc.jsObjID, argThis);
        }

        return(true);
    }