/// <summary> /// Using Message to the Monovehaviours asociated to this animator delivery with Send Message /// </summary> void DeliverMessage(MesssageItem m, Animator anim) { switch (m.typeM) { case TypeMessage.Bool: anim.SendMessage(m.message, m.boolValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.Int: anim.SendMessage(m.message, m.intValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.Float: anim.SendMessage(m.message, m.floatValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.String: anim.SendMessage(m.message, m.stringValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.Void: anim.SendMessage(m.message, SendMessageOptions.DontRequireReceiver); break; default: break; } }
// OnStateExit is called before OnStateExit is called on any state inside this state machine override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (sendTo == Option.selfOnly) { animator.SendMessage(messageName, _require); } else if (sendTo == Option.selfAndParent) { animator.SendMessage(messageName, _require); if (animator.transform.parent) { animator.transform.parent.SendMessage(messageName, _require); } } else if (sendTo == Option.parentOnly) { if (animator.transform.parent) { animator.transform.parent.SendMessage(messageName, _require); } } else if (sendTo == Option.upwards) { animator.SendMessageUpwards(messageName, _require); } }
private void SendEvent(Animator animator) { if (m_Argument.ArgumentType != ArgumentType.None) { animator.SendMessage(this.m_EventName, m_Argument.GetValue(), SendMessageOptions.DontRequireReceiver); } else { animator.SendMessage(this.m_EventName, SendMessageOptions.DontRequireReceiver); } }
// 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 (sendTo == Option.selfOnly) animator.SendMessage(messageName, _require); else if (sendTo == Option.selfAndParent) { animator.SendMessage(messageName, _require); if (animator.transform.parent) animator.transform.parent.SendMessage(messageName, _require); } else if (sendTo == Option.parentOnly) { if (animator.transform.parent) animator.transform.parent.SendMessage(messageName, _require); } else if (sendTo == Option.upwards) animator.SendMessageUpwards(messageName, _require); }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (this.normalizedTimes[stateInfo.fullPathHash] < 1 && stateInfo.normalizedTime >= 1) { if (stateInfo.IsName("Show")) { animator.SendMessage("OnShow"); } else if (stateInfo.IsName("Hide")) { animator.SendMessage("OnHide"); } } this.normalizedTimes[stateInfo.fullPathHash] = stateInfo.normalizedTime; }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!string.IsNullOrEmpty(onEnter)) { animator.SendMessage(onEnter, SendMessageOptions.RequireReceiver); } }
//OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK(inverse kinematics) should be implemented here. override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!string.IsNullOrEmpty(m_strOnStateIK)) { animator.SendMessage(m_strOnStateIK, SendMessageOptions.RequireReceiver); } }
public override void OnStateMachineExit(Animator animator, int stateMachinePathHash) { if (!string.IsNullOrEmpty(_exitEvent.FunctionName)) { animator.SendMessage(_exitEvent.FunctionName, _exitEvent.Parameter); } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!m_SendEventOnEnter.IsNullOrEmpty()) { animator.SendMessage("SendEvent", m_SendEventOnEnter); } }
// 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) { foreach (var item in Exittigger) { animator.SendMessage(item); } }
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { var value = new MovementParams(direction, 50f); animator.SendMessage("MovementListener", value); Debug.Log("On Movement Update "); }
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_isTransitioningOut) { if (!string.IsNullOrEmpty(_preExitEvent.FunctionName)) { animator.SendMessage(_preExitEvent.FunctionName, _preExitEvent.Parameter); } _isTransitioningOut = true; } if (!string.IsNullOrEmpty(_exitEvent.FunctionName)) { animator.SendMessage(_exitEvent.FunctionName, _exitEvent.Parameter); } }
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (timing == STATE.Exit) { animator.SendMessage(functionName, null, SendMessageOptions.DontRequireReceiver); } }
// 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) { foreach (var msg in onExitMessages) { animator.SendMessage(msg); } }
// Update is called once per frame override public void OnStateUpdate(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex) { if (animatorStateInfo.normalizedTime >= 1.0f) { animator.SendMessage("OnCloseComplete"); } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.GetCurrentAnimatorStateInfo(layerIndex).normalizedTime >= 1f && !messageSent) { animator.SendMessage(message, SendMessageOptions.DontRequireReceiver); messageSent = true; } }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (stateInfo.normalizedTime >= 1) { string message = transitionIn? "TransitionedIn" : "TransitionedOut"; animator.SendMessage(message); } }
// 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) { foreach (var item in _eventname) { if (item.type == InvokeTime.Exit) { animator.SendMessage(item._eventname); } } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!string.IsNullOrEmpty(_enterEvent.FunctionName)) { animator.SendMessage(_enterEvent.FunctionName, _enterEvent.Parameter); } _isTransitioningIn = animator.IsInTransition(layerIndex); _isTransitioningOut = false; }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { float t = stateInfo.normalizedTime; if (normalizedTimes[stateInfo.fullPathHash] < 1 && t >= 1) { normalizedTimes[stateInfo.fullPathHash] = 1; if (stateInfo.IsName("Show")) { animator.SendMessage("OnShowed", SendMessageOptions.DontRequireReceiver); } else if (stateInfo.IsName("Hide")) { if (!animator.GetBool("IsShow")) { animator.SendMessage("OnHided", SendMessageOptions.DontRequireReceiver); } } } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animtime == time) { foreach (var item in Fsmtrigger) { animator.SendMessage(item); } } animtime++; }
private void SendMessage(Animator anim, string message, SendMessageOptions MsgOption) { if (SendToChildren) { anim.BroadcastMessage(message, MsgOption); } else { anim.SendMessage(message, MsgOption); } }
void SendMessage(Animator obj, string message, float delay) { if (corout != null) { Debug.Log("Routine aborted"); return; } corout = InvokeAlternatives.Invoke(obj.GetComponent <MonoBehaviour>(), delay, () => { obj.SendMessage(message); corout = null; }); //Debug.Log("Exit called"); }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateUpdate(animator, stateInfo, layerIndex); // The prey was eaten, we go back to wandering around if (prey == null || (prey != null && prey.GetComponent <Prey>().GetLife() <= 0)) { eating = false; animator.ResetTrigger(Suricate.chaseHash); // If we are on alert we need to run not wander! if (!obj.gameObject.GetComponent <Suricate>().IsOnAlert()) { animator.SetTrigger(Suricate.wanderHash); } } // Before eating we need to catch up to the prey first! else if (!eating) { float distance = Vector3.Distance(obj.transform.position, prey.transform.position); if (distance > 1.0f) { Move(prey.transform.position); } else { prey.SendMessage("Catched"); eating = true; } } // We are currently eating a prey else if (eating && prey.GetComponent <Prey>().GetLife() > 0) { // We took a bite animator.SendMessage("TakeABite", prey); // If we are a tutor we need to give some to the youths if (obj.GetComponent <Suricate>().GetYouths().Count > 0) { foreach (GameObject youth in obj.GetComponent <Suricate>().GetYouths()) { if (youth != null) { youth.SendMessage("TakeABite", prey); } } } } }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_isTransitioningOut) { if (animator.IsInTransition(layerIndex)) { if (!_isTransitioningIn) { if (!string.IsNullOrEmpty(_preExitEvent.FunctionName)) { animator.SendMessage(_preExitEvent.FunctionName, _preExitEvent.Parameter); } _isTransitioningOut = true; } } else if (_isTransitioningIn) { _isTransitioningIn = false; } } }
/// <summary> Using Message to the Monovehaviours asociated to this animator delivery with Send Message </summary> void DeliverMessage(MesssageItem m, Animator anim) { switch (m.typeM) { case TypeMessage.Bool: anim.SendMessage(m.message, m.boolValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.Int: anim.SendMessage(m.message, m.intValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.Float: anim.SendMessage(m.message, m.floatValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.String: anim.SendMessage(m.message, m.stringValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.Void: anim.SendMessage(m.message, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.IntVar: anim.SendMessage(m.message, (int)m.intVarValue, SendMessageOptions.DontRequireReceiver); break; case TypeMessage.Transform: anim.SendMessage(m.message, m.transformValue, SendMessageOptions.DontRequireReceiver); break; default: break; } if (debug) { Debug.Log($"{name}:<color=white> <b>[Msg Behaviour] [Animator:{anim.name}] [Msg:{m.message} | Type: {m.typeM}]</b> </color>"); //Debug } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.SendMessage ("Record",SendMessageOptions.DontRequireReceiver); }
void OnTriggerEnter2D(Collider2D col2d) { if (col2d.name == "water") { shangbanshen.SendMessage("ShowDie"); return; } if (col2d.name == "birds") { this.pick.GetComponent <SpriteRenderer> ().enabled = true; this.pick.GetComponent <Animator> ().enabled = true; Destroy(col2d.gameObject); return; } if (col2d.gameObject.layer == 19) { this.DieBySoward(); } if (col2d.gameObject.layer == 20) { this.DieByWepon(); } if (col2d.gameObject.tag == "wepon") { if (col2d.gameObject.name == "wepon_razer") { audios.clip = Resources.Load("razergun") as AudioClip; audios.Play(); holdWepon = 2; this.shangbanshen.SetBool("sg_idle", true); this.shangbanshen.GetComponent <Hero_shangbanshen_Script> ().holdwepon = 2; this.xiabanshen.GetComponent <Hero_xiabanshenScript> ().holdwepon = 2; } if (col2d.gameObject.name == "shotgun_item") { holdWepon = 1; audios.clip = Resources.Load("shotgun") as AudioClip; audios.Play(); this.shangbanshen.SetBool("sg_idle", true); this.shangbanshen.GetComponent <Hero_shangbanshen_Script> ().holdwepon = 1; this.xiabanshen.GetComponent <Hero_xiabanshenScript> ().holdwepon = 1; } col2d.GetComponent <SpriteRenderer> ().enabled = false; Destroy(col2d.gameObject); this.pick.GetComponent <SpriteRenderer> ().enabled = true; this.pick.GetComponent <Animator> ().enabled = true; return; } if (col2d.gameObject.tag == "npcs") { //this.target.SetBool ("idle", false); intriggers = true; switch (col2d.gameObject.name) { //当角色触碰其他npc时显示的提示,以后有新增的npc可以在这里添加 case "soilders_phone": GameObject.Find("dialogbox").GetComponent <SpriteRenderer> ().enabled = true; GameObject.Find("dialogbox").GetComponent <Animator> ().enabled = true; npcs = 1; break; case "title": GameObject.Find("exclamatory_mark").GetComponent <SpriteRenderer> ().enabled = true; npcs = 2; break; case "shop": GameObject.Find("exclamatory_mark").GetComponent <SpriteRenderer> ().enabled = true; npcs = 3; break; default: break; } } if (col2d.gameObject.name == "FlowerTrap") { this.GetComponent <Rigidbody2D> ().constraints = RigidbodyConstraints2D.FreezeAll; DieByWepon(); } }
// 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.SendMessage ("StartRecording",SendMessageOptions.DontRequireReceiver); }
override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { animator.SendMessage("SetIntIDRandom", Range, SendMessageOptions.DontRequireReceiver); }
// 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.SendMessage(State, false, SendMessageOptions.DontRequireReceiver); }
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash) { animator.SendMessage("OnAnimActionStateEnter", new StateInfo(stateMachinePathHash, layerIndex), SendMessageOptions.DontRequireReceiver); base.OnStateMachineEnter(animator, stateMachinePathHash); }
private void OnStateExit(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex) { animator.SendMessage("Exit"); }
private void OnStateEnter(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex) { animator.SendMessage("Begin"); }