private string ChildPath(GameObject obj, bool sep = false) { if (_animatorObject == null) { throw new UnityException("Please assign Referenced Animator (Root) first!"); } if (obj == _animatorObject.gameObject) { return(""); } else { if (obj.transform.parent == null) { throw new UnityException("Object must belong to " + _animatorObject.ToString() + "!"); } else { return(ChildPath(obj.transform.parent.gameObject, true) + obj.name + (sep ? "/" : "")); } } }
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("MecanimSpiritClicked: " + animator.ToString() + ", si: " + stateInfo.ToString()); animator.SetBool("_PlayingUnlockAnim", false); animator.SetBool("_AnimFinished", true); animator.ResetTrigger("_TriggerClicked"); }
private void Start() { // Play the sitting down animation Animator animator = gameObject.GetComponent <Animator>(); animator.SetBool("SitDown", true); Debug.Log("animator is: " + animator.ToString()); }
// Start is called before the first frame update private void Start() { rightHandAnimator = RightHand.GetComponent <Animator>(); leftHandAnimator = LeftHand.GetComponent <Animator>(); Debug.Log("Right Hand Animator = " + rightHandAnimator.ToString()); Debug.Log("Left Hand Animator = " + leftHandAnimator.ToString()); }
public string GetDescription() { if (animatorRef == null) { return(animatorVal.ToString()); } else { return(animatorRef.key); } }
bool m_Crouching; //are we ducking void Start() { m_Animator = GetComponent <Animator>(); Debug.Log(m_Animator.ToString()); m_Rigidbody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); m_CapsuleHeight = m_Capsule.height; m_CapsuleCenter = m_Capsule.center; m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; m_OrigGroundCheckDistance = m_GroundCheckDistance; }
public string GetDescription() { if (animatorRef == null) { return(animatorVal != null?animatorVal.ToString() : "Null"); } else { return(animatorRef.Key); } }
private void HierarchyItem(int instanceID, Rect selectionRect) { Rect r = new Rect(selectionRect); r.x = r.width - 20; r.width = 18; if (markedObjects == instanceID) { GUI.Label(r, currenAnimator.ToString()); } }
private void Awake() { //if (current == null) //{ // current = this; // } RB = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); if (currentRB == null) { //currentRB = RB; } //This is called when bullets are made, only once per bullet Debug.Log("AWAKE " + GetInstanceID() + " RB: " + RB.ToString() + " Anim: " + anim.ToString()); }
void AnimPlay(PlayerAnimations An, bool Animbool, float amount) { switch (An) { //Forcibly Play an Animation case PlayerAnimations.An_GrappleDash: case PlayerAnimations.An_Idle: case PlayerAnimations.An_Jump: case PlayerAnimations.An_Moving: case PlayerAnimations.An_Shoot: case PlayerAnimations.An_Stagger: Anim.Play(Anim.ToString()); break; //Bools case PlayerAnimations.P_Grounded: case PlayerAnimations.P_Invul: case PlayerAnimations.P_HoldingGrapple: Anim.SetBool(An.ToString(), Animbool); break; //Triggers case PlayerAnimations.P_GrappleHit: case PlayerAnimations.P_Staggered: Anim.SetTrigger(An.ToString()); break; //Floats case PlayerAnimations.P_xSpeed: case PlayerAnimations.P_ySpeed: Anim.SetFloat(An.ToString(), amount); break; default: Debug.LogError(An.ToString() + " | is not a supported within this animator"); break; } }
private void Start() { // Play the sitting down animation Animator animator = gameObject.GetComponent <Animator>(); animator.SetBool("SitDown", true); Debug.Log("animator is: " + animator.ToString()); Scene currScene = SceneManager.GetActiveScene(); if (currScene.buildIndex == (int)SceneIndexes.TUT_RETURN) { idx = 0; // always order eggplant in return_tut_restaurant scene } else { idx = Random.Range(0, dishNames.Length); // set the idx here, it was 0 by default } foodText.text = dishNames[idx]; dishImg.sprite = dishImages[idx]; orderUI.SetActive(true); }
// Use this for initialization void Start() { Debug.Log("!!! Hello Hello!"); XmlWriterSettings settings = new XmlWriterSettings(); settings.Indent = true; settings.CloseOutput = true; settings.IndentChars = " "; settings.Encoding = Encoding.UTF8; XmlWriter writerXml = XmlWriter.Create("UnityAni.xml", settings); writerXml.WriteStartElement("Animation"); RecordXml = XmlWriter.Create("RealTimeAni.xml", settings); RecordXml.WriteStartElement("Animation"); // get root objects in scene UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); List <GameObject> rootObjects = new List <GameObject>(scene.rootCount + 1); scene.GetRootGameObjects(rootObjects); // iterate root objects and do something for (int i = 0; i < rootObjects.Count; i++) { Debug.Log("## Hello Object!"); GameObject gameObj = rootObjects[i]; if (gameObj != null) { ViewChild(gameObj.transform.gameObject, layer); // view all NodeTree of GameObject layer--; Debug.Log(gameObj.name); } } anim = GetComponent <Animator>(); Debug.Log("$ anim name: " + anim.ToString()); string assetPath = AssetDatabase.GetAssetPath(anim.runtimeAnimatorController); AnimatorController controller = AssetDatabase.LoadAssetAtPath <AnimatorController>(assetPath); Debug.Log("$ control name: " + controller.ToString()); //////// loop by layer to get animation in each layer (object) for (int j = 0; j < controller.layers.Length; j++) { writerXml.WriteStartElement("AnimationLayer"); writerXml.WriteAttributeString("name", (controller.layers[j].name).ToString()); if (j == 0) { writerXml.WriteAttributeString("weight", "1"); } if (j != 0) { writerXml.WriteAttributeString("weight", (controller.layers[j].defaultWeight).ToString()); } writerXml.WriteAttributeString("iKPass", (controller.layers[j].iKPass).ToString()); if (controller.layers[j].syncedLayerAffectsTiming == true) { writerXml.WriteAttributeString("SyncLayer", (controller.layers[j].syncedLayerIndex).ToString()); } if (controller.layers[j].avatarMask) { Debug.Log("! ! ! ! Controller layer " + j); Debug.Log("! Controller layer avatar : " + controller.layers[j].avatarMask.name); Debug.Log("! Controller layer avatar transformCount : " + controller.layers[j].avatarMask.transformCount); writerXml.WriteStartElement("AvatarMask"); for (int k = 0; k < controller.layers[j].avatarMask.transformCount; k++) { if (controller.layers[j].avatarMask.GetTransformActive(k) == true) { //writerXml.WriteStartElement("AvatarMask"); //Debug.Log("! C : " + controller.layers[j].avatarMask.GetTransformActive(k).GetHashCode()); writerXml.WriteElementString(controller.layers[j].avatarMask.name, k.ToString()); //writerXml.WriteEndElement(); } } writerXml.WriteEndElement(); //Debug.Log("! Controller layer avatar transform active : " + controller.layers[j].avatarMask.GetTransformActive(0)); } AnimatorClipInfo[] m_AnimatorClipInfo = anim.GetCurrentAnimatorClipInfo(j); // (0):layer 0 //anim.GetNextAnimatorClipInfo(j); Debug.Log("Starting clip[0] : " + m_AnimatorClipInfo[0].clip); Debug.Log(" clipInfo length : " + m_AnimatorClipInfo.Length); //Debug.Log(" duration : " + m_AnimatorClipInfo[0].clip.length); //Debug.Log(" event # : " + m_AnimatorClipInfo[0].clip.); Debug.Log(" speed : " + m_AnimatorClipInfo[0].clip.averageSpeed); for (int c = 0; c < m_AnimatorClipInfo.Length; c++) // run through each AniClip { writerXml.WriteStartElement("AnimationClip"); writerXml.WriteAttributeString("name", (m_AnimatorClipInfo[c].clip).ToString()); Debug.Log("Starting clip[c] : " + m_AnimatorClipInfo[c].clip); foreach (var binding in AnimationUtility.GetCurveBindings(m_AnimatorClipInfo[c].clip)) { //GameObject.Find((m_AnimatorClipInfo[c].clip).ToString()); writerXml.WriteStartElement(binding.propertyName); for (int io = 0; io < rootObjects.Count; io++) { GameObject gameObj = rootObjects[io]; if (gameObj != null && AnimationUtility.GetAnimatedObject(gameObj, binding) != null) { writerXml.WriteElementString("Part", AnimationUtility.GetAnimatedObject(gameObj, binding).ToString()); //writerXml.WriteAttributeString("Part", AnimationUtility.GetAnimatedObject(gameObject, binding).ToString()); Debug.Log("@@@@@@ AnimatedObject : " + AnimationUtility.GetAnimatedObject(gameObj, binding)); GameObject Objj = GameObject.Find(AnimationUtility.GetAnimatedObject(gameObj, binding).ToString() .Substring(0, (AnimationUtility.GetAnimatedObject(gameObj, binding).ToString()).Length - 24)); Debug.Log("@@@@@@ ObjectPosition : " + Objj.transform.position); // this is global position (position + parent+position) //Debug.Log("@@@@@@ GlobalPosition : " + Objj.transform.TransformDirection(Objj.transform.position)); writerXml.WriteElementString("PartPosition", Objj.transform.position.ToString()); // this is global position (position + parent+position) //writerXml.WriteElementString("PartLPosition", Objj.transform.TransformDirection(Objj.transform.position).ToString()); } } Debug.Log("@@@ curve binding : " + binding.propertyName); AnimationCurve curve = AnimationUtility.GetEditorCurve(m_AnimatorClipInfo[c].clip, binding); //Debug.Log("@@@ curve length : " + curve.length); //Debug.Log("@@@ curve keys length : " + curve.keys.Length); for (int ii = 0; ii < curve.keys.Length; ii++) { writerXml.WriteStartElement("Key"); writerXml.WriteAttributeString("time", (curve.keys[ii].time).ToString()); writerXml.WriteString((curve.keys[ii].value).ToString()); writerXml.WriteEndElement(); //writerXml.WriteElementString((curve.keys[ii].time).ToString(), (curve.keys[ii].value).ToString()); Debug.Log("@ curve keys[ii] time : " + curve.keys[ii].time + ", value: " + curve.keys[ii].value); //Debug.Log("@ curve keys[i] value : " + curve.keys[i].value); } writerXml.WriteEndElement(); //Debug.Log("@@@ curve keys[0] time : " + curve.keys[0].time); } writerXml.WriteEndElement(); } writerXml.WriteEndElement(); } //UnityEditor.Animations.AnimatorController ac = Selection.activeObject as UnityEditor.Animations.AnimatorController; Debug.Log("Controller name : " + controller.name); Debug.Log("Controller layer# : " + controller.layers.Length); //Debug.Log("Controller layer avatar : " + controller.layers[0].avatarMask.name); //Debug.Log("Controller layer[1] name : " + controller.layers[1].name); Debug.Log("Controller layer[0] state machine : " + controller.layers[0].stateMachine.name); Debug.Log("Controller layer[0] timing : " + controller.layers[0].syncedLayerAffectsTiming); //Debug.Log("Controller layer iK : " + controller.layers[0].iKPass); //Debug.Log("Time : " + GetComponent<Animator>().runtimeAnimatorController.animationClips[0].length); // 1.8333 my duration of animation in animator //Debug.Log(anim.runtimeAnimatorController.animationClips); writerXml.WriteFullEndElement(); writerXml.Close(); }
// Use this for initialization void Start() { Health = MaxHealth; position = this.transform.position; ori = 0; dimension = GameObject.FindGameObjectWithTag("MapManager").GetComponent<MapManager>().dimension; taille = GameObject.FindGameObjectWithTag("MapManager").GetComponent<MapManager>().taille; anim = GetComponentsInChildren<Animator>(); Debug.Log(anim.ToString()); anim1 = anim[0]; Debug.Log(anim1.ToString()); anim2 = anim[1]; Debug.Log(anim2.ToString()); }
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("OnStateExit Animator: " + animator.ToString() + ", si: " + stateInfo.ToString()); animator.SetBool("_AnimFinished", true); }