public void SetState(CharacterState state, AvatarMask avatarMask, float weight, float time, float speed, CharacterAnimation.Layer layer, params PlayableGesture.Parameter[] parameters) { this.characterAnimation.SetState( state, avatarMask, weight, time, speed, (int)layer, parameters ); }
public void SetState(RuntimeAnimatorController rtc, AvatarMask avatarMask, float weight, float time, float speed, CharacterAnimation.Layer layer, bool syncTime = false, params PlayableGesture.Parameter[] parameters) { this.characterAnimation.SetState( rtc, avatarMask, weight, time, speed, (int)layer, syncTime, parameters ); }
protected float ResetState(CharacterState state, CharacterAnimation.Layer layer) { float time = TRANSITION; if (state != null) { if (state.enterClip != null) { time = state.exitClip.length; } time = Mathf.Max(TRANSITION, time) * 0.5f; this.animator.ResetState(time, layer); } return(time); }
private float ChangeState(CharacterState state, AvatarMask mask, CharacterAnimation.Layer layer) { float time = TRANSITION; if (state != null) { if (state.enterClip != null) { time = state.enterClip.length; } time = Mathf.Max(TRANSITION, time) * 0.5f; this.CharacterAnimator.SetState(state, mask, 1f, time, 1f, layer); } return(time); }
protected float ChangeState(Weapon.State state, CharacterAnimation.Layer layer) { float time = TRANSITION; if (state.state != null) { if (state.state.enterClip != null) { time = state.state.enterClip.length; } time = Mathf.Max(TRANSITION, time) * 0.5f; this.animator.SetState( state.state, state.mask, 1f, time, 1f, layer ); } return(time); }
public CharacterState GetState(CharacterAnimation.Layer layer) { return(this.characterAnimation.GetState((int)layer)); }
public void ChangeStateWeight(CharacterAnimation.Layer layer, float weight) { this.characterAnimation.ChangeStateWeight((int)layer, weight); }
public void ResetState(float time, CharacterAnimation.Layer layer) { this.characterAnimation.ResetState(time, (int)layer); }
public void SetState(AnimationClip clip, AvatarMask avatarMask, float weight, float time, float speed, CharacterAnimation.Layer layer) { this.characterAnimation.SetState(clip, avatarMask, weight, time, speed, (int)layer); }
public void SetState(RuntimeAnimatorController rtc, AvatarMask avatarMask, float weight, float time, float speed, CharacterAnimation.Layer layer, bool syncTime = false) { this.characterAnimation.SetState(rtc, avatarMask, weight, time, speed, (int)layer, syncTime); }
public void SetState(RuntimeAnimatorController rtc, AvatarMask avatarMask, float weight, float time, CharacterAnimation.Layer layer) { this.characterAnimation.SetState(rtc, avatarMask, weight, time, layer); }
public void SetState(CharacterState state, AvatarMask avatarMask, float weight, float time, float speed, CharacterAnimation.Layer layer) { this.characterAnimation.SetState(state, avatarMask, weight, time, speed, layer); }