} // end of c'tor /// <summary> /// Gets the current bone transform. /// </summary> /// <param name="pose">The pose.</param> /// <returns>The current transform of the bone.</returns> public Matrix GetCurrentBoneTransform(BonePose pose) { if (animationControllers.Count == 0) { return(pose.DefaultTransform); } Matrix transform = new Matrix(); Matrix m; for (int i = 0; i < animationControllers.Count; i++) { IAnimationController ac = animationControllers[i]; if (ac.Weight > 0.0f) { if (ac.ContainsAnimationTrack(pose)) { m = ac.GetCurrentBoneTransform(pose); transform += ac.Weight == 1.0f ? m : ac.Weight * m; } else { transform += ac.Weight == 1.0f ? pose.DefaultTransform : ac.Weight * pose.DefaultTransform; } } } return(transform); } // end of GetCurrentBoneTransform()
public UniqueTransition SetAnimationController(IAnimationController animationController, Type fromViewController, TransitionAction action) { return(SetAnimationController( animationController, fromViewController == null ? null : new ObjCRuntime.Class(fromViewController), action)); }
public UniqueTransition SetAnimationController <T> (IAnimationController animationController, TransitionAction action) where T : UIViewController { return(SetAnimationController( animationController, new ObjCRuntime.Class(typeof(T)), action)); }
public UniqueTransition SetAnimationController <TFrom, TTo> (IAnimationController animationController, TransitionAction action) where TFrom : UIViewController where TTo : UIViewController { return(SetAnimationController( animationController, new ObjCRuntime.Class(typeof(TFrom)), new ObjCRuntime.Class(typeof(TTo)), action)); }
public AnimatedMeshListTreeNode(string text, List <IRenderable> meshes, MOMDocument entity, int animation, IAnimationController animationController, IEnumerable <TreeNode> children = null, Action <TreeNode> onSelect = null, ContextMenu contextMenu = null) : base(text, meshes, children, onSelect, contextMenu) { _animation = animation; _animationController = animationController; _entity = entity; }
/// <summary> /// Advances the current time in the animation. /// </summary> /// <param name="ticks">Elapsed time for this frame. 1 tick = 100 nanoseconds.</param> public void UpdateAnim(long ticks) { for (int i = 0; i < animationControllers.Count; i++) { IAnimationController ac = animationControllers[i]; // This skips updates on animations that have a weighting of 0. // This saves CPU cycles but also gets the animations out of sync. Is this a problem? if (ac.Weight > 0.0f) { ac.UpdateAnim(ticks); } } } // end of UpdateAnim()
private void Awake() { animationcontroller_ = GameObject.Find("Player").GetComponent <AnimationController>(); Attack_A_listner = GameObject.Find("attack_A_box").GetComponent <Attack_Listner>(); Attack_B_listner = GameObject.Find("attack_b_box").GetComponent <Attack_Listner>(); Attack_C_listner = GameObject.Find("attack_c_box").GetComponent <Attack_Listner>(); state_comboA = new State_AttackA(this); state_comboB = new State_AttackB(this); state_comboEnd = new State_ComboDone(this); state_waitingroom = new State_ComboReady(this); Collider_Attack = GetComponent <Collider2D>(); State = state_waitingroom; _state = StateToSet.waitroom; CurrentState = _state; Hitinterval = 0; MaxhitInterval = 1; }
public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; _playerAnimationController = new BirdsEyeViewWalkingAnimationController(_standLeftAnimation, _standRightAnimation, _standUpAnimation, _standDownAnimation, _walkLeftAnimation, _walkRightAnimation, _walkUpAnimation, _walkDownAnimation); _character = new KeyboardControlledPlayableCharacter(_playerAnimationController); IsMouseVisible = true; }
// ================================================================================ // unity methods // -------------------------------------------------------------------------------- #region unity methods void Awake() { _transform = transform; _rigidbody2D = GetComponent <Rigidbody2D>(); _collider2D = GetComponent <Collider2D>(); _animationController = _transform.GetInterface <IAnimationController>(); target = new ActorTarget(this, _transform); if (_health == null) { health = new Energy(_maxHealth); } // set callback functions GetEstimatedFuturePosition = EstimateFuturePosition; deathExecutionHandler = DestroyAtDeath; Reset(); }
public void Awake() { Playerone = GetComponent <PlayerOne>(); animationcontroller_ = GetComponent <IAnimationController>(); combocontroller = GameObject.Find("HitBoxes").GetComponent <ComboController>(); State_Spawning = new State_Spawning(this); State_Running = new State_Running(this); State_Standing = new State_Standing(this); State_Hit = new State_Hit(this); State_Falling = new State_Falling(this); State_Landing = new State_Landing(this); State_Dead = new State_Died(this); State_Jumping = new State_Jumping(this); State_RunJumping = new State_RunningAndJumping(this); State_Attacking = new State_Attacking(this); State_Jumped = new State_Jumped(this); State = State_Spawning; _state = State_enum.State_Spawning; CurrentState = _state; }
// ================================================================================ // unity methods // -------------------------------------------------------------------------------- #region unity methods void Awake() { _transform = transform; _rigidbody2D = rigidbody2D; _collider2D = collider2D; _animationController = _transform.GetInterface <IAnimationController>(); target = new Target(this, _transform); // set callback functions GetEstimatedFuturePosition = EstimateFuturePosition; deathExecutionHandler = DestroyAtDeath; if (health > 0) { _startHealth = health; } else { _startHealth = maxHealth; } Reset(); }
[SetUp] public void Init() { animation = GetAnimationMock (); cAnimation = GetControllerMock (animation); }
private CharaAnimationController GetControllerMock(IAnimationController animation) { var cAnimation = Substitute.For<CharaAnimationController> (); cAnimation.SetAnimationController (animation); return cAnimation; }
// ================================================================================ // unity methods // -------------------------------------------------------------------------------- #region unity methods void Awake() { _transform = transform; _rigidbody2D = GetComponent<Rigidbody2D>(); _collider2D = GetComponent<Collider2D>(); _animationController = _transform.GetInterface<IAnimationController>(); target = new ActorTarget(this, _transform); if (_health == null) health = new Energy(_maxHealth); // set callback functions GetEstimatedFuturePosition = EstimateFuturePosition; deathExecutionHandler = DestroyAtDeath; Reset(); }
public void SetAnimationController(IAnimationController animationController) { this.animationController = animationController; }
public void Start() { this.animationController = GetComponent <IAnimationController>(); }
public KeyboardControlledPlayableCharacter(IAnimationController animationController) { _animationController = animationController; }
public TreeController(IAnimationController animationController, GUIExportController exportController) { _animationController = animationController; _exportController = exportController; }
public void Setup(IAnimationController controller) { m_controller = controller; }