public AnimationControllerBase(int animationTrack, SkeletonAnimation animator, SpineParameters parameters) { AnimationTrack = animationTrack; Animator = animator; Parameters = parameters; }
public CuddleAnimationController(int animationTrack, SkeletonAnimation animator, SpineParameters parameters, AudioSource audioSource) : base(animationTrack, animator, parameters) { LocksStateMachine = true; _audioSource = audioSource; }
public ChaseConsumableAnimationController(int animationTrack, SkeletonAnimation animator, SpineParameters spineParameters, SkeletonUtilityEyeConstraint[] eyeConstraints) : base(animationTrack, animator, spineParameters) { LocksStateMachine = true; _eyes = eyeConstraints; _mouth = new AttachmentSwitcher(animator, Parameters.MouthSlot, Parameters.ChaseMouthAttachment); }
public SingleAnimationStateController(int animationTrack, SkeletonAnimation animator, SpineParameters parameters, string state, bool canFlipSprite, bool isSidewaysAnimation) : base(animationTrack, animator, parameters) { _state = state; CanFlipSprite = canFlipSprite; IsSidewaysAnimation = isSidewaysAnimation; }
//TODO inject ressi's stats to switch animation sets with higher resilience public IdleAnimationController(int animationTrack, SkeletonAnimation animator, SpineParameters parameters, AudioSource audioSource) : base(animationTrack, animator, parameters) { _audioSource = audioSource; _standardIdleAnimation = parameters.StandardIdle; _lowResilienceAnimations = parameters.LowResilienceIdle; _animationTrigger = new ProbabilityTrigger(_transientAnimationProbabilityPercent, _transientAnimationCooldown); OnExternalAnimationEnd = ExternalAnimationEnded; }