SyncLayer() 공개 메소드

public SyncLayer ( int layer ) : void
layer int
리턴 void
 static public int SyncLayer(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
         System.Int32          a1;
         checkType(l, 2, out a1);
         self.SyncLayer(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
 static public int SyncLayer(IntPtr l)
 {
     try {
         UnityEngine.Animation self = (UnityEngine.Animation)checkSelf(l);
         System.Int32          a1;
         checkType(l, 2, out a1);
         self.SyncLayer(a1);
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static int QPYX_SyncLayer_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 2);
         UnityEngine.Animation QPYX_obj_YXQP = (UnityEngine.Animation)ToLua.CheckObject(L_YXQP, 1, typeof(UnityEngine.Animation));
         int QPYX_arg0_YXQP = (int)LuaDLL.luaL_checknumber(L_YXQP, 2);
         QPYX_obj_YXQP.SyncLayer(QPYX_arg0_YXQP);
         return(0);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
 static int SyncLayer(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
         int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
         obj.SyncLayer(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #5
0
 public static int SyncLayer_wrap(long L)
 {
     try
     {
         long nThisPtr             = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.Animation obj = get_obj(nThisPtr);
         int arg0 = FCLibHelper.fc_get_int(L, 0);
         obj.SyncLayer(arg0);
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
예제 #6
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    static int SyncLayer(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Animation.SyncLayer");
#endif
        try
        {
            ToLua.CheckArgsCount(L, 2);
            UnityEngine.Animation obj = (UnityEngine.Animation)ToLua.CheckObject(L, 1, typeof(UnityEngine.Animation));
            int arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
            obj.SyncLayer(arg0);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #7
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파일: ChpAnimation.cs 프로젝트: fengqk/Art
	public static void SetAnis( Animation _animation, AnimationClip[] anisIn, int layerIn, WrapMode wrapModeIn, bool bSyncLayer = false )
	{
		
		for( int i = 0; i < anisIn.Length; i++ ) {
			if( anisIn[ i ] != null ) {
				try {
					if( _animation.GetClip( anisIn[ i ].name ) != null ) {
						_animation[ anisIn[ i ].name ].wrapMode = wrapModeIn;
						_animation[ anisIn[ i ].name ].layer = layerIn;
					}
					
				} catch( System.Exception ex ) {
					Debug.LogWarning( ex.Message + anisIn[ i ].name + " From: " + _animation.gameObject.name );
				}
			}
		}
		if( bSyncLayer ) {
			_animation.SyncLayer( layerIn );
		}
	}
예제 #8
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파일: ChpAnimation.cs 프로젝트: fengqk/Art
	public static void SetAnis(Animation _animation, string[] aniNames, int layerIn, WrapMode wrapModeIn, bool bSyncLayer = false)
	{
		for (int i = 0; i < aniNames.Length; i++)
		{
			if (aniNames[i] != null && !string.IsNullOrEmpty( aniNames[i]))
			{
				try
				{
					if (_animation.GetClip(aniNames[i]) != null)
					{
						_animation[aniNames[i]].wrapMode = wrapModeIn;
						_animation[aniNames[i]].layer = layerIn;
					}

				}
				catch (System.Exception ex)
				{
					Debug.LogWarning(ex.Message + aniNames[i] + " From: " + _animation.gameObject.name);
				}
			}
		}
		if (bSyncLayer)
		{
			_animation.SyncLayer(layerIn);
		}

	}
예제 #9
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    private void AnimationSetup()
    {
        anim = GetComponent<Animation>();
        
		// 把walk和run动画放到同一层,然后同步他们的速度。
        anim["Walk"].layer = 1;
        anim["Run"].layer = 1;
        anim.SyncLayer(1);
        
		//设置“跳跃”,“爬楼梯”,“下楼梯”的动画模式和速度
        anim["RunJump"].wrapMode = WrapMode.ClampForever;
        anim["RunJump"].speed = 2;
        anim["Ladder Up"].wrapMode = WrapMode.ClampForever;
        anim["Ladder Up"].speed = 2;
        anim["Ladder Down"].wrapMode = WrapMode.ClampForever;
        anim["Ladder Down"].speed = 2;

		//初始化动画状态为Idle
        anim.CrossFade("Idle", 0.1f, PlayMode.StopAll);
    }
예제 #10
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    private void AnimationSetup()
    {
        anim_  = GetComponent("Animation") as Animation;

        // loop in sync
        anim_["Walk"].layer = 1;
        anim_["Run"].layer = 1;
        anim_.SyncLayer(1);

        // speed up & play once
        anim_["RunJump"].wrapMode = WrapMode.ClampForever;
        anim_["RunJump"].speed = 2;
        anim_["Ladder_Up"].wrapMode = WrapMode.ClampForever;
        anim_["Ladder_Up"].speed = 2;
        anim_["Ladder_Down"].wrapMode = WrapMode.ClampForever;
        anim_["Ladder_Down"].speed = 2;

        if ( isADAPTMan_ )
        {
            anim_["Turn180"].wrapMode = WrapMode.ClampForever;
            anim_["Turn180"].speed = ladderSpeed_;
            anim_["Turn180-down"].wrapMode = WrapMode.ClampForever;
            anim_["Turn180-down"].speed = ladderSpeed_;
            anim_["Walk_Up"].wrapMode = WrapMode.ClampForever;
            anim_["Walk_Up"].speed = ladderSpeed_;
        }

        anim_.CrossFade("Idle", blendTime, PlayMode.StopAll);
    }