void SetAttackAnimation() { Assert.IsNotNull(character.GetOverrideController(), "Please provide " + gameObject + " with an animator override controller."); var animatorOverrideController = character.GetOverrideController(); animator.runtimeAnimatorController = animatorOverrideController; animatorOverrideController[DEFAULT_ATTACK] = currentWeaponConfig.GetRandomAttackAnimClip(); }
private void SetAttackAnimation() { if (!character.GetOverrideController()) { Debug.Break(); Debug.LogAssertion("Please provie " + gameObject + " with animator override controller"); } var overrideController = character.GetOverrideController(); animator.runtimeAnimatorController = overrideController; overrideController[DEFAULT_ATTACK] = currentWeaponConfig.GetAttackAnimation(); }
private void SetAttackAnimation() { if (!character.GetOverrideController()) { Debug.Break(); Debug.LogAssertion("please provide gameobject"); } else { var animatorOverrideController = character.GetOverrideController(); animator.runtimeAnimatorController = animatorOverrideController; animatorOverrideController[DEFAULT_ATTACK] = currentWeaponConfig.GetAttackAnimClip(); } }
private void SetupAttackAnimation() { if (character.GetOverrideController() != null) { animator = GetComponent <Animator>(); AnimatorOverrideController overrideController = character.GetOverrideController(); animator.runtimeAnimatorController = overrideController; overrideController[DEFAULT_ATTACK] = currentWeaponConfig.GetAttackAnimClip(); //remove const } else { Debug.Break(); Debug.LogError("Please put an animator override controller in " + this.name); } }
void SetAttackAnimation() { // protect against no override controller if (!character.GetOverrideController()) { Debug.Break(); // Stops the game Debug.LogAssertion("Please provide " + gameObject + " with an aimator override controller."); } else { var animatorOverrideController = character.GetOverrideController(); animator.runtimeAnimatorController = animatorOverrideController; animatorOverrideController[DEFAULT_ATTACK] = currentWeaponConfig.GetAttackAnimClip(); } }
void Start() { character = GetComponent <Character>(); animator = GetComponent <Animator>(); animator.runtimeAnimatorController = character.GetOverrideController(); SetAttackAnimation(); PutWeaponInHand(weaponInUse); }
private void SetAttackAnimation() { animator = GetComponent <Animator>(); var animatorOverrideController = character.GetOverrideController(); animator.runtimeAnimatorController = animatorOverrideController; animatorOverrideController[DEFAULT_ATTACK] = currentWeaponConfig.GetAttackAnimClip(); }
private void SetAttackAnimation() { character.GetOverrideController()["DEFAULT ATTACK"] = weaponInUse.GetAttackAnimClip(); // TODO: remove const }