void OnDisable() { //Debug.Log(_animName); //再生中のアニメーションの再生位置を記憶 _animLastTime = _anim.GetState(_animName).time - (int)_anim.GetState(_animName).time; //Debug.Log(_animLastTime); }
public void ChangeAnimation(AnimationClip cip, string stateName="Default") { if(animation.GetState(stateName) != null) { animation.Stop(stateName); animation.RemoveState(stateName); } animation.AddState(cip, stateName); animation.Play(stateName); }
void Jump_Update() { animationTimer += Time.deltaTime; var length = _simpleAnimation.GetState(JumpStartStateName).length; if (animationTimer >= length) { _simpleAnimation.Play(JumpStateName); } if (_controller.VerSpeed >= 0) { return; } _animationFsm.ChangeState(AnimState.Down); }
private void Update() { if (Input.GetKeyDown(KeyCode.A)) { //_simpleAnimation.Play("Default"); _simpleAnimation.CrossFade("Default", 0.2f); } if (Input.GetKeyDown(KeyCode.I)) { //_simpleAnimation.Play("idle"); _simpleAnimation.CrossFade("idle", 0.2f); } if (Input.GetKeyDown(KeyCode.W)) { _simpleAnimation.CrossFade("walk", 0.2f); //_simpleAnimation.Play("walk"); } if (Input.GetKeyDown(KeyCode.J)) { _simpleAnimation.Play("jump"); //_simpleAnimation.CrossFadeQueued("jump",0.2f,QueueMode.CompleteOthers); } var st = _simpleAnimation.GetState("jump"); Debug.Log(st.time.ToString() + ": " + st.normalizedTime); }
public bool IsDone() { var st = m_sanim.GetState(m_curstate); if (st == null) { return(true); } Debug.Log(st.normalizedTime); return(st.normalizedTime >= 1.0f); }
public void PlaySimpleAnime() { if (simpleAnime.GetState("fire") == null) { //animationClip.wrapMode = WrapMode.Once; animationClip.wrapMode = WrapMode.Clamp; // Same as Once //animationClip.wrapMode = WrapMode.ClampForever; simpleAnime.AddClip(animationClip, "fire"); } simpleAnime.Play("fire"); //simpleAnime.Play() //simpleAnime.CrossFade("fire_anime"); }
// write your code below void pto(string anim, int f, float y = 0) { transform.position = Vector3.up * y; transform.eulerAngles = Vector3.up * 180; if (m_sa == null) { m_sa = GetComponent <SimpleAnimation>(); } var st = m_sa.GetState(anim); if (st != null) { st.normalizedTime = 0; } else { Debug.Log(anim + "!!!!!!!!!!!!"); } m_sa.CrossFade(anim, 3f / 15f); m_cnt = f; }