public void StopSkillAnimation(int actorId) { UnityEngine.GameObject obj = GetGameObject(actorId); if (null != obj) { UnityEngine.Animator animator = obj.GetComponentInChildren <UnityEngine.Animator>(); if (null != animator) { animator.Play("Stand"); } } }
static StackObject *Play_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); System.String @stateName = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.Animator instance_of_this_method = (UnityEngine.Animator) typeof(UnityEngine.Animator).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); instance_of_this_method.Play(@stateName); return(__ret); }
private void PlayState(string stateName) { anim.Play(stateName); }
static int _m_Play(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.Animator __cl_gen_to_be_invoked = (UnityEngine.Animator)translator.FastGetCSObj(L, 1); int __gen_param_count = LuaAPI.lua_gettop(L); try { if (__gen_param_count == 2 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2)) { int stateNameHash = LuaAPI.xlua_tointeger(L, 2); __cl_gen_to_be_invoked.Play(stateNameHash); return(0); } if (__gen_param_count == 3 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)) { int stateNameHash = LuaAPI.xlua_tointeger(L, 2); int layer = LuaAPI.xlua_tointeger(L, 3); __cl_gen_to_be_invoked.Play(stateNameHash, layer); return(0); } if (__gen_param_count == 4 && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 2) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)) { int stateNameHash = LuaAPI.xlua_tointeger(L, 2); int layer = LuaAPI.xlua_tointeger(L, 3); float normalizedTime = (float)LuaAPI.lua_tonumber(L, 4); __cl_gen_to_be_invoked.Play(stateNameHash, layer, normalizedTime); return(0); } if (__gen_param_count == 2 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING)) { string stateName = LuaAPI.lua_tostring(L, 2); __cl_gen_to_be_invoked.Play(stateName); return(0); } if (__gen_param_count == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3)) { string stateName = LuaAPI.lua_tostring(L, 2); int layer = LuaAPI.xlua_tointeger(L, 3); __cl_gen_to_be_invoked.Play(stateName, layer); return(0); } if (__gen_param_count == 4 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 4)) { string stateName = LuaAPI.lua_tostring(L, 2); int layer = LuaAPI.xlua_tointeger(L, 3); float normalizedTime = (float)LuaAPI.lua_tonumber(L, 4); __cl_gen_to_be_invoked.Play(stateName, layer, normalizedTime); return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Animator.Play!")); }