private Point Animation(int waittime) { return(CharacterAnimation.ReturnKai(new int[7] { 1, 8, 16, 4, 4, 52, 4 }, new int[7] { -1, 1, 8, 9, 10, 10, -1 }, 0, waittime)); }
public Point MoveAnimation(int waittime) { return(CharacterAnimation.ReturnKai(new int[7] { 6, 2, 2, 2, 2, 2, 100 }, new int[7] { 0, 1, 2, 3, 4, 5, 6 }, 6, waittime)); }
public void die() { if (isDead) { return; } ClearSay(); StopTalking(); dropObject(); if (deathParticles) { GameObject ps = Instantiate(deathParticles, gameObject.transform.position, Quaternion.identity); var main = ps.GetComponent <ParticleSystem>().main; main.startColor = gameObject.GetComponent <SpriteRenderer>().color; } if (respawn) { if (respawnOverride) { respawnPosition = respawnOverride.position; } respawnTimer = respawnTime; } isDead = true; if (dieSound) { global.audio.Play(dieSound); } layerBeforeDeath = gameObject.layer; gameObject.layer = LayerMask.NameToLayer("DisableAllCollision"); kinematicStateBeforeDeath = m_Rigidbody2D.isKinematic; m_Rigidbody2D.isKinematic = true; m_Rigidbody2D.Sleep(); m_Rigidbody2D.velocity = new Vector3(0f, 0f, 0f); if (charAnim == null) { charAnim = gameObject.GetComponent <CharacterAnimation>(); } charAnim.characterDied(); }
private void CreateCharacterAnimation(Player player, Point position) { var definition = new CharacterAnimationDefinition() { Character = player.CharacterActive, FrameRate = 10, FrameSize = new Point(24, 32), Scale = new Point(2, 2), Loop = true, NbFrames = new Point(3, 1) }; var animation = new CharacterAnimation(definition, position); _spritesToAdd.Add(player, animation); }
private Point swordSet(int waittime) { return(CharacterAnimation.ReturnKai(new int[8] { 4, 4, 4, 2, 2, 2, 4, 4 }, new int[8] { 0, 1, 2, 3, 4, 5, 6, 7 }, 0, waittime)); }
} //Should be inventoryItemData<WeaponData> or something public void Initialize(CharacterAnimation animation, CharacterBody body, IInventory inventory) { this.animation = animation; this.body = body; foreach (var item in inventory.Items) { var clothing = item.Key as IEquippable; if (clothing == null) { continue; } Equip(clothing, false); } }
private Point AnimeSwors(int waittime) { return(CharacterAnimation.ReturnKai(new int[8] { 10, 8, 2, 2, 2, 2, 5, 10 }, new int[8] { 2, 2, 3, 4, 5, 6, 7, 8 }, 0, waittime)); }
private void Awake() { animationScript = GetComponent <CharacterAnimation>(); audioSource = GetComponent <AudioSource>(); shakeCamera = GameObject.FindWithTag(Tags.MAIN_CAMERA_TAG).GetComponent <ShakeCamera>(); if (gameObject.CompareTag(Tags.ENEMY_TAG)) { enemyMovement = GetComponentInParent <EnemyMovement>(); } if (gameObject.CompareTag(Tags.PLAYER_TAG)) { playerMovement = GetComponentInParent <PlayerMovement>(); } }
private Point AnimeImpact(int waittime) { return(CharacterAnimation.ReturnKai(new int[8] { 1, 1, 1, 2, 1, 1, 1, 100 }, new int[8] { 0, 10, 11, 12, 13, 14, 15, 16 }, 0, waittime)); }
protected Point Animation(int waittime) { int[] interval = new int[6] { 4, 1, 1, 8, 1, 60 }; int[] xpoint = new int[6] { 0, 8, 12, 13, 16, 17 }; for (int index = 0; index < interval.Length; ++index) { interval[index] *= 5; } int y = 0; return(CharacterAnimation.ReturnKai(interval, xpoint, y, waittime)); }
private Point AnimeMove(int waittime) { return(CharacterAnimation.ReturnKai(new int[8] { 1, 1, 1, 1, 1, 1, 1, 100 }, new int[8] { 8, 15, 16, 17, 17, 16, 15, 8 }, 0, waittime)); }
private Point AnimeFlearShot(int waittime) { return(CharacterAnimation.ReturnKai(new int[8] { 1, 1, 4, 1, 1, 1, 1, 100 }, new int[8] { 0, 1, 2, 3, 4, 5, 6, 7 }, 1, waittime)); }
public override AnimationTransition OnStateUpdate(CharacterAnimation animation, bool currentStateEnabled) { var result = base.OnStateUpdate(animation, true); //if (hasSpeedParameter) //{ // var speed = animation.GetParameter<float>(speedParameter); // if(speed != previousSpeed && animation.CurrentState != null) // { // animation.CurrentState.speed = speed; // previousSpeed = speed; // } //} //// Check each transition within this state to see if it should change //foreach (var stateTransition in stateTransitions) //{ // if (!stateTransition.CheckConditions(animation, animation.CurrentState)) // { // continue; // } // // if the current state was true, stop checking as it should keep playing. (Otherwise it goes back and forth between states) // if (activeState != stateTransition) // { // if (activeState != null) // { // animation.animation.Stop(stateTransition.AnimationName); // } // activeState = stateTransition; // animation.CurrentState = animation.animation[stateTransition.AnimationName]; // animation.animation.Play(stateTransition.AnimationName); // } // return result; //} //// if none of the sub-states were triggered, play the base state //if(activeState != baseState) //{ // activeState = baseState; // animation.animation.Play(baseState.AnimationName); //} return(result); }
private Point AnimeCross(int waittime) { return(CharacterAnimation.ReturnKai(new int[9] { 1, 1, 1, 1, 2, 1, 1, 1, 100 }, new int[9] { 0, 2, 3, 14, 15, 16, 17, 18, 19 }, 0, waittime)); }
private Point AnimeDarkWave1(int waittime) { return(CharacterAnimation.ReturnKai(new int[9] { 1, 1, 1, 1, 1, 2, 1, 1, 1 }, new int[9] { 0, 3, 4, 5, 6, 7, 6, 5, 4 }, 0, waittime)); }
private Point AnimeIllProminence2(int waittime) { return(CharacterAnimation.ReturnKai(new int[9] { 1, 1, 1, 1, 1, 1, 1, 1, 100 }, new int[9] { 1, 2, 3, 4, 5, 6, 1, 5, 6 }, 1, waittime)); }
private Point AnimeAttack(int waitflame) { return(CharacterAnimation.ReturnKai(new int[9] { 0, 2, 1, 1, 8, 2, 8, 1, 1 }, new int[9] { 0, 1, 2, 3, 4, 5, 4, 1, 0 }, 1, waitflame)); }
public void CheckAnimation() { if (LastAnim != action) { ImageIndex = 0; LastAnim = action; MaxRow = CharacterAnimations.GetAnimationLenght(action); } SpriteColumn = ((int)action * 4) + (int)direction; if (SpriteColumn >= CharacterAnimations.MaxColumn - 1) { SpriteColumn = CharacterAnimations.MaxColumn - 1; } transform.localPosition = new Vector3(-ImageIndex * 64 - 32, SpriteColumn * 64 + 32, 0); }
protected Point AnimeMove(int waitflame) { return(CharacterAnimation.Return(new int[9] { 0, 1, 2, 3, 4, 5, 7, 8, 9 }, new int[8] { 2, 1, 0, 1, 2, 2, 1, 0 }, 1, waitflame)); }
void Start() { _backgroundManager = GameObject.FindGameObjectWithTag("Canvas").GetComponent <BackgroundManager>(); _spriteManager = GetComponent <SpriteManager>(); _clariz = GameObject.FindGameObjectWithTag("Clariz"); _gerald = GameObject.FindGameObjectWithTag("Gerald"); _clarizRaycaster = _clariz.GetComponent <ClarizRaycaster>(); _clarizHealth = _clariz.GetComponent <ClarizHealth>(); _clarizAnimation = _clariz.GetComponent <CharacterAnimation>(); _characterControl = _clariz.GetComponent <CharacterControl>(); _geraldAnimation = _gerald.GetComponent <CharacterAnimation>(); _geraldMovement = _gerald.GetComponent <GeraldMovement>(); _spawnManager = GameObject.FindGameObjectWithTag("SpawnPoint").GetComponent <SpawnManager>(); _tryAgainButton = GameObject.FindGameObjectWithTag("TryAgainButton").GetComponent <TryAgainButton>(); _loadingGiftText = GameObject.FindGameObjectWithTag("LoadingGiftText"); }
public void Invoke(CharacterAnimation animation) { switch (type) { case TransitionType.Bool: animation.SetParameter(name, boolValue); break; case TransitionType.Int: animation.SetParameter(name, intValue); break; case TransitionType.Float: animation.SetParameter(name, floatValue); break; } }
// Use this for initialization void Start() { actions = new List <List <string> >(); actions.Add(new List <string>()); actions[0].Add("main:"); indices = new List <int>(); direction = "right"; savedDirection = "right"; character = GetComponent <Character>(); charAnim = GetComponent <CharacterAnimation>(); nest = new List <int>(); target = null; broken = false; nest.Add(0); indices.Add(1); weaponLoaded = true; }
private Point AnimeMiss(int waittime) { return(CharacterAnimation.ReturnKai(new int[9] { 1, 4, 1, 1, 1, 1, 1, 1, 100 }, new int[9] { 0, 17, 18, 19, 20, 19, 20, 21, 22 }, 0, waittime)); }
private Point AnimeNeutral(int waitflame) { return(CharacterAnimation.ReturnKai(new int[19] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 100 }, new int[18] { 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2 }, 0, this.waittime)); }
private Point Animation(int waittime) { return(CharacterAnimation.ReturnKai(new int[18] { 1, 2, 2, 4, 12, 4, 4, 4, 4, 4, 60, 4, 4, 4, 4, 2, 2, 4 }, new int[19] { -1, 3, 2, 1, 0, 4, 5, 6, 7, 8, 9, 5, 6, 4, 0, 1, 2, 3, -1 }, 0, waittime)); }
private Point Animation(int waittime) { return(CharacterAnimation.ReturnKai(new int[10] { 1, 1, 1, 2, 1, 1, 1, 1, 1, 100 }, new int[10] { 4, 3, 2, 0, 0, 5, 6, 7, 8, 9 }, 0, waittime)); }
protected Point Animation(int waittime) { return(CharacterAnimation.ReturnKai(new int[10] { 1, 4, 4, 4, 4, 12, 4, 4, 4, 4 }, new int[10] { -1, 9, 8, 7, 3, 0, 3, 7, 13, 14 }, 0, waittime)); }
private Point AnimeMissile(int waittime) { return(CharacterAnimation.ReturnKai(new int[10] { 4, 4, 8, 18, 4, 3, 4, 4, 4, 60 }, new int[10] { 0, 20, 21, 22, 23, 24, 25, 26, 27, 28 }, 0, waittime)); }
void Start() { characterAnimation = GetComponent <CharacterAnimation>(); characterAiming = GetComponent <CharacterAiming>(); RaycastWeapon existingWeapon = GetComponentInChildren <RaycastWeapon>(); if (existingWeapon) { Equip(existingWeapon); AlignCamerasToWeapon(existingWeapon); hasWeapon = true; } else { hasWeapon = false; } }
private Point AnimeSpark(int waittime) { return(CharacterAnimation.ReturnKai(new int[10] { 4, 4, 4, 4, 4, 4, 60, 4, 4, 4 }, new int[11] { 0, 4, 5, 6, 7, 8, 11, 5, 4, 0, 0 }, 0, waittime)); }
void Start() { //Get reference to level info from the game manager levelInfo = GameManager.instance.levelInfo; characterAction = GetComponent<CharacterAction>(); characterAnimation = GetComponent<CharacterAnimation>(); //Get spawn node if player, enemies are set when spawned if(isPlayer) spawnNode = levelInfo.GetSpawnTile(TileNode.Type.PlayerSpawn); //Start character at spawn node transform.position = spawnNode.worldPosition; //Set array position to spawn node MoveToNode(spawnNode.gridPosition); //set target position to current newPos = transform.position; }
void SetAnimation (CharacterAnimation index, string animationName, string sceneName) { // Load the DAE using SCNSceneSource in order to be able to retrieve the animation by its identifier var path = NSBundle.MainBundle.PathForResource ("Scenes/hero/" + sceneName, "dae"); var sceneURL = NSUrl.FromFilename (path); var sceneSource = SCNSceneSource.FromUrl (sceneURL, (NSDictionary)null); var animation = (CAAnimation)sceneSource.GetEntryWithIdentifier (animationName, new Class ("CAAnimation")); Animations [(int)index] = animation; // Blend animations for smoother transitions animation.FadeInDuration = 0.3f; animation.FadeOutDuration = 0.3f; if (index == CharacterAnimation.Die) { // We want the "death" animation to remain at its final state at the end of the animation animation.RemovedOnCompletion = false; animation.FillMode = CAFillMode.Both; // Create animation events and set them to the animation var swipeSoundEventHandler = new SCNAnimationEventHandler ((CAAnimation handlerAnimation, NSObject animatedObject, bool playingBackward) => { InvokeOnMainThread (delegate { var soundUrl = NSUrl.FromFilename (NSBundle.MainBundle.PathForResource ("Sounds/swipe", "wav")); new NSSound (soundUrl, false).Play (); }); }); var deathSoundEventBlock = new SCNAnimationEventHandler ((CAAnimation handlerAnimation, NSObject animatedObject, bool playingBackward) => { InvokeOnMainThread (delegate { var soundUrl = NSUrl.FromFilename (NSBundle.MainBundle.PathForResource ("Sounds/death", "wav")); new NSSound (soundUrl, false).Play (); }); }); animation.AnimationEvents = new SCNAnimationEvent[] { SCNAnimationEvent.Create (0.0f, swipeSoundEventHandler), SCNAnimationEvent.Create (0.3f, deathSoundEventBlock) }; } if (index == CharacterAnimation.Attack) { // Create an animation event and set it to the animation var swordSoundEventHandler = new SCNAnimationEventHandler ((CAAnimation handlerAnimation, NSObject animatedObject, bool playingBackward) => { InvokeOnMainThread (delegate { var soundUrl = NSUrl.FromFilename (NSBundle.MainBundle.PathForResource ("Sounds/sword", "wav")); var attackSound = new NSSound (soundUrl, false); attackSound.Play (); }); }); animation.AnimationEvents = new SCNAnimationEvent[] { SCNAnimationEvent.Create (0.4f, swordSoundEventHandler) }; } if (index == CharacterAnimation.Walk) { // Repeat the walk animation 3 times animation.RepeatCount = 3; // Create an animation event and set it to the animation var stepSoundEventHandler = new SCNAnimationEventHandler ((CAAnimation handlerAnimation, NSObject animatedObject, bool playingBackward) => { InvokeOnMainThread (delegate { var soundUrl = NSUrl.FromFilename (NSBundle.MainBundle.PathForResource ("Sounds/walk", "wav")); new NSSound (soundUrl, false).Play (); }); }); animation.AnimationEvents = new SCNAnimationEvent[] { SCNAnimationEvent.Create (0.2f, stepSoundEventHandler), SCNAnimationEvent.Create (0.7f, stepSoundEventHandler) }; } }
protected void Awake() { m_movementController = gameObject.AddComponent<MovementController>(); m_characterAudio = GetComponentInChildren<CharacterAudio>(); m_characterAnimation = GetComponentInChildren<CharacterAnimation>(); }
private void SetAnimation (CharacterAnimation index, string animationName, string sceneName) { // Load the DAE using SCNSceneSource in order to be able to retrieve the animation by its identifier var sceneURL = NSUrl.FromFilename (NSBundle.MainBundle.PathForResource ("Scenes.scnassets/boss/" + sceneName, "dae")); var sceneSource = SCNSceneSource.FromUrl (sceneURL, (NSDictionary)null); var bossAnimation = (CAAnimation)sceneSource.GetEntryWithIdentifier (animationName, new Class ("CAAnimation")); Animations [(int)index] = bossAnimation; // Blend animations for smoother transitions bossAnimation.FadeInDuration = 0.3f; bossAnimation.FadeOutDuration = 0.3f; if (index == CharacterAnimation.Attack) { // Create an animation event and set it to the animation var attackSoundEvent = new SCNAnimationEventHandler ((CAAnimation animation, NSObject animatedObject, bool playingBackward) => { InvokeOnMainThread (delegate { var soundUrl = NSUrl.FromFilename (NSBundle.MainBundle.PathForResource ("Sounds/attack4", "wav")); new NSSound (soundUrl, false).Play (); }); }); bossAnimation.AnimationEvents = new SCNAnimationEvent[] { SCNAnimationEvent.Create (0.4f, attackSoundEvent) }; } }
public EnemySkill(Character subject, CharacterAnimation right, CharacterAnimation left, int cooldown, int damage, Constants.DamageType damageType) : base(subject, right, left, cooldown, damage, damageType) { Conditions = new List<Condition>(); }
protected virtual void Awake() { animator = GetComponent<Animator>(); navAgent = GetComponent<NavMeshAgent>(); state = gameObject.AddComponent<CharacterAnimation>(); movement = gameObject.AddComponent<CharacterMovement>(); navPath = new NavMeshPath(); }
void RenderSelectedCharacterDetails() { selectedCharacter.CharacterName = GUILayout.TextField(selectedCharacter.CharacterName); AnimationID[] idsArray = Enum.GetValues(typeof(AnimationID)).Cast<AnimationID>().ToArray(); selectedAnimationIdIndex = EditorGUILayout.Popup(selectedAnimationIdIndex, idsArray.Select (id => id.ToString()).ToArray()); animation = selectedCharacter.GetAnimation(idsArray[selectedAnimationIdIndex]); }
void SetupAnimation (string path, CharacterAnimation animationType) { LoadAndCacheAnimation (path, KeyForAnimationType (animationType)); CAAnimation animation = CachedAnimationForKey (KeyForAnimationType (animationType)); if (animation != null) animation.RepeatCount = float.MaxValue; }
public void Load(string filePath) { var fh = new FileHandler(filePath, FileHandler.FileOpenMode.Reading, Encoding.UTF8); short skeletonFileCount = fh.Read<short>(); for (int i = 0; i < skeletonFileCount; i++) { string skeletonFile = fh.Read<ZString>(); SkeletonFiles.Add(skeletonFile); } short motionFileCount = fh.Read<short>(); for (int i = 0; i < motionFileCount; i++) { string motionFile = fh.Read<ZString>(); MotionFiles.Add(motionFile); } short effectFileCount = fh.Read<short>(); for (int i = 0; i < effectFileCount; i++) { string effectFile = fh.Read<ZString>(); EffectFiles.Add(effectFile); } short characterCount = fh.Read<short>(); for (int i = 0; i < characterCount; i++) { Character character = new Character(); character.IsEnabled = fh.Read<char>() != 0; if (character.IsEnabled) { character.ID = fh.Read<short>(); character.Name = fh.Read<ZString>(); short objectCount = fh.Read<short>(); for (int j = 0; j < objectCount; j++) { CharacterObject @object = new CharacterObject(); @object.Object = fh.Read<short>(); character.Objects.Add(@object); } short animationCount = fh.Read<short>(); for (int j = 0; j < animationCount; j++) { CharacterAnimation animation = new CharacterAnimation(); animation.Type = (AnimationType)fh.Read<short>(); animation.Animation = fh.Read<short>(); character.Animations.Add(animation); } short effectCount = fh.Read<short>(); for (int j = 0; j < effectCount; j++) { CharacterEffect effect = new CharacterEffect(); effect.Bone = fh.Read<short>(); effect.Effect = fh.Read<short>(); character.Effects.Add(effect); } } Characters.Add(character); } }
NSString KeyForAnimationType (CharacterAnimation animType) { var resultString = string.Empty; switch (animType) { case CharacterAnimation.Bored: resultString = "bored-1"; break; case CharacterAnimation.Die: resultString = "die-1"; break; case CharacterAnimation.GetHit: resultString = "hit-1"; break; case CharacterAnimation.Idle: resultString = "idle-1"; break; case CharacterAnimation.Jump: resultString = "jump_start-1"; break; case CharacterAnimation.JumpFalling: resultString = "jump_falling-1"; break; case CharacterAnimation.JumpLand: resultString = "jump_land-1"; break; case CharacterAnimation.Run: resultString = "run-1"; break; case CharacterAnimation.RunStart: resultString = "run_start-1"; break; case CharacterAnimation.RunStop: resultString = "run_stop-1"; break; } return new NSString (resultString); }