// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(animator.gameObject.GetComponent<Enemy>().indexPos == 0){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(1)").transform.position, GameObject.Find("skillSpawn(1)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy1Attack"; } } if(animator.gameObject.GetComponent<Enemy>().indexPos == 1){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(2)").transform.position, GameObject.Find("skillSpawn(2)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy2Attack"; } } if(animator.gameObject.GetComponent<Enemy>().indexPos == 2){ if(animator.GetInteger("attack") == 1){ GameObject EarthBend = (GameObject)Instantiate(Resources.Load("EarthBend", typeof(GameObject)), GameObject.Find("skillSpawn(3)").transform.position, GameObject.Find("skillSpawn(3)").transform.rotation); EarthBend.GetComponent<Rigidbody>().velocity = EarthBend.transform.TransformDirection(Vector3.forward * 15); EarthBend.transform.FindChild("source").gameObject.tag = "Enemy3Attack"; } } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateinfo, int layerindex) { if (Player.Instance.OnGround) { animator.SetBool("land", false); animator.ResetTrigger("jump"); } }
// Update is called once per frame void Update () { // ↑キー/スペースが押されたら、ステートを次に送る処理 if (Input.GetKeyDown ("up") || Input.GetButton ("Jump")) { // ブーリアンNextをtrueにする anim.SetBool ("Next", true); } // ↓キーが押されたら、ステートを前に戻す処理 if (Input.GetKeyDown ("down")) { // ブーリアンBackをtrueにする anim.SetBool ("Back", true); } // "Next"フラグがtrueの時の処理 if (anim.GetBool ("Next")) { // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す currentState = anim.GetCurrentAnimatorStateInfo (0); if (previousState.fullPathHash != currentState.fullPathHash) { anim.SetBool ("Next", false); previousState = currentState; } } // "Back"フラグがtrueの時の処理 if (anim.GetBool ("Back")) { // 現在のステートをチェックし、ステート名が違っていたらブーリアンをfalseに戻す currentState = anim.GetCurrentAnimatorStateInfo (0); if (previousState.fullPathHash != currentState.fullPathHash) { anim.SetBool ("Back", false); previousState = currentState; } } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("Stop"); var rigidbody = animator.GetComponentInParent<Rigidbody>(); store = rigidbody.constraints; rigidbody.constraints = RigidbodyConstraints.FreezeAll; }
void Update() { _startN = 0.0f; _endN = 0.0f; _animationState = mAnimator.GetCurrentAnimatorStateInfo (0); SwoonNode snode = System.Array.Find (_animations, xx => _animationState.IsName (xx.clipname)); if (snode != null) { _time = _animationState.normalizedTime - Mathf.Floor(_animationState.normalizedTime); float frames = (int)(_animationState.length*30); _startN = snode.start / frames; _endN = snode.end / frames; if (_time >= _startN && _time < _endN) { _trails.ForEach(x=>x.Emit = true); } else { _trails.ForEach(x=>x.Emit = false); } } else { _time = 0f; //_prevTime = _time; //_prevAnimTime = 0f; } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(stateInfo.IsName("LongGunPullOut")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnLongGunPullOutFinish(); } else if(stateInfo.IsName("SmallWeaponPullOut")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnPistolPullOutFinish(); } else if(stateInfo.IsName("LongGunPutAway")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnLongGunPutAwayFinish(); } else if(stateInfo.IsName("SmallWeaponPutAway")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnPistolPutAwayFinish(); } else if(stateInfo.IsName("GrenadePullOut")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnGrenadePullOutFinish(); } else if(stateInfo.IsName("MeleeDraw")) { animator.GetComponent<CharacterReference>().ParentCharacter.MyAnimEventHandler.TriggerOnMeleePullOutFinish(); } }
// OnStateExit is called before OnStateExit is called on any state inside this state machine public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(!this.following) { this.nextAnimation(); } else { // only important for bear EventManager.triggerEvent("stopMoving"); if(animationCount < 4) { this.animationCount = 4; this.animator.SetInteger("animationCount", 4); } else if(this.animationCount == 6){ // assign value to animator this.animator.SetInteger("animationCount", 6); } else { // assign value to animator this.animator.SetInteger("animationCount", 5); Debug.Log("RUN!!!!"); EventManager.triggerEvent("startFollowMoving"); } } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //spearCollider.enabled = false; animator.SetInteger ("status", 0); animator.gameObject.GetComponent<Boss> ().attacking = false; animator.gameObject.GetComponent<Boss> ().estado = 1; }
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo animatorStateInfo, int layerIndex) { base.OnStateEnter(animator, animatorStateInfo, layerIndex); gm.UIHighlightClickedEvent.AddListener(UseAbility); gm.RenderAbility(gm.UnitClicked.MyLoadout.Abilities[gm.SelectedAbilityIndex]); gm.MouseoverChangedEvent.AddListener(UpdateAbilityOverlay); }
//**********************************************************************************// // ANIMATOR // // update animations at the animator controller (Mecanim) // //**********************************************************************************// public void UpdateAnimator() { if (ragdolled) DisableActions(); else { stateInfo = animator.GetCurrentAnimatorStateInfo(0); actions = jumpOver || stepUp || climbUp || rolling; RandomIdle(); RollForwardAnimation(); QuickTurn180Animation(); QuickStopAnimation(); LandHighAnimation(); JumpOverAnimation(); ClimbUpAnimation(); StepUpAnimation(); ControlLocomotion(); animator.SetBool("Aiming", aiming); animator.SetBool("Crouch", crouch); animator.SetBool("OnGround", onGround); animator.SetFloat("GroundDistance", groundDistance); animator.SetFloat("VerticalVelocity", verticalVelocity); } }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (_player == null) _player = animator.GetComponent<Player>(); animator.SetBool("Died", true); InputHandler.instance.enabled = false; }
// Update is called once per frame void Update() { if(PlayerAnimator == null) PlayerAnimator = GetComponent<Animator>(); ///Obtenemos el estado actual de la animacion myASI = PlayerAnimator.GetCurrentAnimatorStateInfo(0); ///Como la tecla no tiene sensibilidad me manda 1 directamente por lo que /// no se nota la animación de Walk y parece que pasa directo a Run /// Con un Joystic se soluciona ///Caminamos si presionamos hacia arriba PlayerAnimator.SetFloat("WalkForwardSpeed", Input.GetAxis("Vertical")); ///Caminamos a la Izq o Der PlayerAnimator.SetFloat("WalkDirection", Input.GetAxis("Horizontal")); ///Preguntamos si estamos dentro de la maquina de Locomotion /// Asi evitamos que haga otro comportamiento en cualquier otra animacion /// en este caso evitamos que salte si no esta corriendo if(myASI.IsName("Locomotion")) if (Input.GetKeyDown(KeyCode.Space)) PlayerAnimator.SetTrigger("Jump"); ///Saludo aplicado con mascaras /// las máscaras sirven para desasociar partes del modelo y hacer que ciertas /// partes haagan otras animaciones. /// Como correr dos máquinas de estado al mismo tiempo. /// Si por ejemplo la animacion de disparo se realiza con el avatar completamente estático /// y quiero disparar caminando, en vez de hacer una animacion nueva de Diaparo/camino /// lo que hago es hacer máscaras, de esa forma la parte superior del torso realiza la animacion de /// disparo y l aparte inferior realiza la animacion de caminado. /// De esa forma no tengo que hacer animaciones especificas para cada estado. if (Input.GetKeyDown(KeyCode.Q)) PlayerAnimator.SetTrigger("Wave"); }
public override void OnStateIK(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { // Do a sine based on the State normalized time /*float normalizedTime = (1.0f + Mathf.Sin(Mathf.Repeat(stateInfo.normalizedTime, 1.0f) * Mathf.PI * 4)) * 0.5f; * // lower the body * animator.bodyPosition = animator.bodyPosition + new Vector3(0, -0.3f, 0); * // make hands move left and right based on sine * Vector3 leftHandPosition = animator.bodyPosition + new Vector3(-0.1f + normalizedTime * -0.2f, 0, 0.2f); * Vector3 rightHandPosition = animator.bodyPosition + new Vector3(0.1f + normalizedTime * 0.2f, 0, 0.2f); * // put elbow up * Vector3 leftElbowPosition = animator.bodyPosition + new Vector3(-5, 2, 0); * Vector3 rightElbowPosition = animator.bodyPosition + new Vector3(5, 2, 0); * animator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandPosition); * animator.SetIKPosition(AvatarIKGoal.RightHand, rightHandPosition); * // align knees to the hand * animator.SetIKHintPosition(AvatarIKHint.LeftKnee, leftHandPosition); * animator.SetIKHintPosition(AvatarIKHint.RightKnee, rightHandPosition); * animator.SetIKHintPosition(AvatarIKHint.LeftElbow, leftElbowPosition); * animator.SetIKHintPosition(AvatarIKHint.RightElbow, rightElbowPosition); * // activate everything. Could be done on start * animator.SetIKPositionWeight(AvatarIKGoal.LeftFoot, 1.0f); * animator.SetIKRotationWeight(AvatarIKGoal.LeftFoot, 1.0f); * animator.SetIKPositionWeight(AvatarIKGoal.RightFoot, 1.0f); * animator.SetIKRotationWeight(AvatarIKGoal.RightFoot, 1.0f); * animator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1.0f); * animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1.0f); * animator.SetIKHintPositionWeight(AvatarIKHint.LeftKnee, 1.0f); * animator.SetIKHintPositionWeight(AvatarIKHint.RightKnee, 1.0f); * animator.SetIKHintPositionWeight(AvatarIKHint.RightElbow, 1.0f); * animator.SetIKHintPositionWeight(AvatarIKHint.LeftElbow, 1.0f);*/ }
static void AnimatorStateInfo_loop(JSVCall vc) { UnityEngine.AnimatorStateInfo _this = (UnityEngine.AnimatorStateInfo)vc.csObj; var result = _this.loop; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
static void AnimatorStateInfo_tagHash(JSVCall vc) { UnityEngine.AnimatorStateInfo _this = (UnityEngine.AnimatorStateInfo)vc.csObj; var result = _this.tagHash; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); }
static void AnimatorStateInfo_length(JSVCall vc) { UnityEngine.AnimatorStateInfo _this = (UnityEngine.AnimatorStateInfo)vc.csObj; var result = _this.length; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(parameters.usePath && parameters.path.points.Length <= 1) { commonParameters.walking = false; } //check drops AIMethods.CheckDrop(animator, commonParameters.sizeLimitDrop); //check if time to go iddle CheckGoToIddle(animator); // Saves the original position Vector3 move = Vector3.zero; //only move if not reached the point if (!_positionTargeted) { Vector3 originalPosition = commonParameters.enemy.transform.position; Vector3 finalPosition = AIMethods.MoveEnemy(originalPosition, _targetPosition, parameters.followType, commonParameters.onFloor, parameters.speed); AIMethods.RotateEnemyTowards(commonParameters.enemy, parameters.fixedRotation, commonParameters.initialRotationEnemy, parameters.rotationVelocity, originalPosition, finalPosition); Vector3 direction = (finalPosition - originalPosition).normalized; //move the entity move = direction * parameters.speed * Time.deltaTime; } //set gravity and move if (commonParameters.onFloor) { move += (commonParameters.enemy.transform.up * -1) * 25 * Time.deltaTime; } _controller.Move(move); CheckTargetPoint(animator); }
public static int GetAnimatorNameHash(AnimatorStateInfo animatorStateInfo) { #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 return animatorStateInfo.nameHash; #else return animatorStateInfo.fullPathHash; #endif }
// Use this for initialization void Start() { // 各参照の初期化 anim = GetComponent<Animator> (); currentState = anim.GetCurrentAnimatorStateInfo (0); previousState = currentState; }
// スクリューキックが終わると重力をデフォルトにもどす public override void OnStateExitFromScrewKick(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("Exit Screw Kick"); PlayerMotor motor = GetComponent<PlayerMotor>(); motor.movement.EnableGravity = true; base.OnStateExitFromScrewKick(animator, stateInfo, layerIndex); }
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { MobMotion motion = animator.GetComponent<MobMotion>(); Vector2 movement = motion.PendingMovement; animator.SetFloat(MovX, movement.x); animator.SetFloat(MovY, movement.y); }
// Update is called once per frame void Update () { //Debug.Log(anim.GetCurrentAnimatorStateInfo(0).tagHash.ToString()); asi = anim.GetCurrentAnimatorStateInfo (0); if (asi.IsName ("Still Scenes")) { if(!a1HasPlayed){ audSource.PlayOneShot (a1,2f); a1HasPlayed = true; } }else if (asi.IsName ("Still Scene 2")) { if(!a2HasPlayed){ audSource.PlayOneShot (a2,1f); a2HasPlayed = true; } }else if (asi.IsName ("Still Scene 3")) { if(!a3HasPlayed){ audSource.PlayOneShot (a3,1f); a3HasPlayed = true; } }else if (asi.IsName ("Cutscene Still 4")) { if(!a4HasPlayed){ audSource.PlayOneShot (a4,1f); a4HasPlayed = true; } } if ( a4HasPlayed && !audSource.isPlaying ) SceneManager.LoadScene ( "Instructions" ); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_CharacterSword = animator.gameObject.GetComponentInChildren<CharacterSword> (); if (m_CharacterSword != null) { m_CharacterSword.m_IsAttacking = true; } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Vector3 newPos = originalPos; newPos.y = newPos.y + yOffset; animator.transform.position = newPos; }
// Update is called once per frame void Update() { time += Time.deltaTime; info = ani.GetCurrentAnimatorStateInfo(0); if (audio.isPlaying == false&&motionflag == false && time > 3.0f) { if (Life > 20) { audio.clip = okok; audio.Play(); ani.SetTrigger("Win"); motionflag = true; } else { audio.clip = nooo; audio.Play(); ani.SetTrigger("Lose"); motionflag = true; } } if (info.IsName("WIN00") || info.IsName("LOSE00")) { if (info.normalizedTime > 1.0f&&byeflag == false && time > 5.0f) { ani.SetTrigger("bye"); audio.clip = bye; audio.Play(); byeflag = true; } } }
public RomanCharState.State characterState; // Which state to switch into on enter // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { GameManager.Instance.charState.SetState(characterState); // RSUtil.Instance.DelayedAction (() => { // GameManager.Instance.charState.SetState(characterState); // }, 0.2f); }
static public int constructor(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.AnimatorStateInfo o; o = new UnityEngine.AnimatorStateInfo(); pushValue(l, true); pushValue(l, o); return(2); } 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 }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { myBoxCollider = animator.GetComponent<PlayerController>().mySwordBoxCollider; myBoxCollider.enabled = false; animator.SetBool("Whirlwinding", false); }
void FixedUpdate() { currentBaseState = animator.GetCurrentAnimatorStateInfo(0); //Indica la capa de animacion int currentState = currentBaseState.nameHash; int state = (int)states.currentState; animator.SetFloat("Direction",Input.GetAxis("Horizontal")); animator.SetFloat("Speed",Input.GetAxis("Vertical")); animator.SetBool("Jump",false); if (Input.GetAxis("Vertical") > 0.1f){ animator.SetBool("Walk",true); }else{ animator.SetBool("Walk",false); } switch (currentState){ case idleState: if (Input.GetButtonDown("Jump")){ animator.SetBool("Jump",true); } break; case walkState: if (Input.GetButtonDown("Jump")){ animator.SetBool("Jump",true); } break; case walkbackState: if (Input.GetButtonDown("Jump")){ animator.SetBool("Jump",true); } break; default: break; } }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if(charController == null) charController = animator.GetComponent<RomanCharController>(); //charController.RunStateLogic(AnimState.Enter); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.runtimeAnimatorController.animationClips.Length < 2) { animator.SetBool("MirrorAppear", true); } }
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { FootPlacementData lF1 = animator.GetComponents<FootPlacementData>()[0]; FootPlacementData lF2 = animator.GetComponents<FootPlacementData>()[1]; //setting up first foot transition time and extra ray dist check if (lF1 != null) { if(stateInfo.normalizedTime > 0.25f) { lF1.mExtraRayDistanceCheck = mIdleRayCast; } else { lF1.mExtraRayDistanceCheck = 0; } } //setting up second foot transition time and extra ray dist check if (lF2 != null) { if(stateInfo.normalizedTime > 0.25f) { lF2.mExtraRayDistanceCheck = mIdleRayCast; } else { lF2.mExtraRayDistanceCheck = 0; } } }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // In case it is not destroyed for some reason when it depends on the animation if (DependOnThisState && _spawnedGameObject != null) { Destroy(_spawnedGameObject); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown ("up") || Input.GetButton ("Jump")) { anim.SetBool ("Next", true); } if (Input.GetKeyDown ("down")) { anim.SetBool ("Back", true); } if (anim.GetBool ("Next")) { currentState = anim.GetCurrentAnimatorStateInfo (0); if (previousState.nameHash != currentState.nameHash) { anim.SetBool ("Next", false); previousState = currentState; } } if (anim.GetBool ("Back")) { currentState = anim.GetCurrentAnimatorStateInfo (0); if (previousState.nameHash != currentState.nameHash) { anim.SetBool ("Back", false); previousState = currentState; } } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //アニメーション開始 / 動作開始 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { hash = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<HashIDs>(); animator.SetFloat(hash.speedFloat, 0f); if (stateInfo.fullPathHash!=hash.EmptyState) { if(stateInfo.fullPathHash==hash.NormalAttack1State|| stateInfo.fullPathHash == hash.NormalAttack2State|| stateInfo.fullPathHash == hash.NormalAttack3State) { PlayerAttack._instance.UseEnergy(SkillType.basic,PosType.basic); } else { if (stateInfo.fullPathHash == hash.Skill1State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.one); } else if (stateInfo.fullPathHash == hash.Skill2State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.two); } else if (stateInfo.fullPathHash == hash.Skill3State) { PlayerAttack._instance.UseEnergy(SkillType.skill, PosType.three); } } } }
public override void OnStateEnter( Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { this.animator = animator; GameManager.PlayerInteraction.PowerupOn += OnPlayerPowerupOn; GameManager.PlayerInteraction.PowerupOff += OnPlayerPowerupOff; }
public override void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { //_enity.SetProperty("actinStateExit", stateInfo); if (_isLock == true) { IsLock = false; } }
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { _gameManager = GameManager.Instance; _gameManager.currentState.SetText("Minigame"); _gameManager.GetPlayerInput().actions.FindAction("Use").performed += OnUse; _timerEnd = _gameManager.GetTimerMinigameEnd(); }
public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { timer += Time.deltaTime; //if (timer > controller.AttackCoolDown) //{ // animator.SetBool("Idle", true); //} }
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { controller = animator.gameObject.GetComponent <PlayerController>(); //controller.OnTrigger2DStay += OnPlayerTrigger2DEnter; ani = animator; animator.SetBool("Idle", true); }
public override void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { Debug.Log("on state exit"); _enity.SetProperty("onStateExit", stateInfo); _listNode.Clear(); if (_isLock == true) { IsLock = false; } }
static public int constructor(IntPtr l) { try { UnityEngine.AnimatorStateInfo o; o = new UnityEngine.AnimatorStateInfo(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { //DataEventSource.Instance.DispatcherEvent("onStateEnter", stateInfo); _enity = animator.transform.GetComponentInParent <EnityBind>().Owner; _enityData = _enity.GetProperty("enityData") as EnityData; _isEnd = false; _isLock = AnimatorManager.Instance.IsLock(stateInfo.shortNameHash); if (_isLock) { IsLock = _isLock; } }
public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { //DataEventSource.Instance.DispatcherEvent("onStateExit", stateInfo); if (stateInfo.normalizedTime >= 0.95f) { if (!_isEnd) { _isEnd = true; _enity.SetProperty("actinStateEnd", stateInfo); animator.Play("idle01"); } } }
static bool AnimatorStateInfo_IsTag__String(JSVCall vc, int argc) { int len = argc; if (len == 1) { System.String arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg); UnityEngine.AnimatorStateInfo argThis = (UnityEngine.AnimatorStateInfo)vc.csObj; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(argThis.IsTag(arg0))); JSMgr.changeJSObj(vc.jsObjID, argThis); } return(true); }
static public int constructor(IntPtr l) { try { UnityEngine.AnimatorStateInfo o; o = new UnityEngine.AnimatorStateInfo(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static bool StateMachineBehaviour_OnStateExit__Animator__AnimatorStateInfo__Int32(JSVCall vc, int argc) { int len = argc; if (len == 3) { UnityEngine.Animator arg0 = (UnityEngine.Animator)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.AnimatorStateInfo arg1 = (UnityEngine.AnimatorStateInfo)JSMgr.datax.getObject((int)JSApi.GetType.Arg); System.Int32 arg2 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); ((UnityEngine.StateMachineBehaviour)vc.csObj).OnStateExit(arg0, arg1, arg2); } return(true); }
public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { _gameManager.HammerPower -= _gameManager.gameManagerData.decreasePowerPerSecond * Time.deltaTime; if (_gameManager.HammerPower < _gameManager.gameManagerData.thresholdReturnToIdle) { animator.SetTrigger(PrevState); } _timerEnd -= Time.deltaTime; if (_timerEnd < 0) { animator.SetTrigger(_gameManager.HammerPower < _gameManager.gameManagerData.kaboomThreshold ? Success : Fail); } }
static public int IsTag(IntPtr l) { try{ UnityEngine.AnimatorStateInfo self = (UnityEngine.AnimatorStateInfo)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Boolean ret = self.IsTag(a1); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static bool StateMachineBehaviour_OnStateIK__Animator__AnimatorStateInfo__Int32__AnimatorControllerPlayable(JSVCall vc, int argc) { int len = argc; if (len == 4) { UnityEngine.Animator arg0 = (UnityEngine.Animator)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.AnimatorStateInfo arg1 = (UnityEngine.AnimatorStateInfo)JSMgr.datax.getObject((int)JSApi.GetType.Arg); System.Int32 arg2 = (System.Int32)JSApi.getInt32((int)JSApi.GetType.Arg); UnityEngine.Experimental.Director.AnimatorControllerPlayable arg3 = (UnityEngine.Experimental.Director.AnimatorControllerPlayable)JSMgr.datax.getObject((int)JSApi.GetType.Arg); ((UnityEngine.StateMachineBehaviour)vc.csObj).OnStateIK(arg0, arg1, arg2, arg3); } return(true); }
static int get_loop(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.AnimatorStateInfo obj = (UnityEngine.AnimatorStateInfo)o; bool ret = obj.loop; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index loop on a nil value" : e.Message)); } }
static int IsTag(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.AnimatorStateInfo obj = (UnityEngine.AnimatorStateInfo)ToLua.CheckObject(L, 1, typeof(UnityEngine.AnimatorStateInfo)); string arg0 = ToLua.CheckString(L, 2); bool o = obj.IsTag(arg0); LuaDLL.lua_pushboolean(L, o); ToLua.SetBack(L, 1, obj); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int get_fullPathHash(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.AnimatorStateInfo obj = (UnityEngine.AnimatorStateInfo)o; int ret = obj.fullPathHash; LuaDLL.lua_pushinteger(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index fullPathHash on a nil value" : e.Message)); } }
static int get_speedMultiplier(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.AnimatorStateInfo obj = (UnityEngine.AnimatorStateInfo)o; float ret = obj.speedMultiplier; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index speedMultiplier on a nil value" : e.Message)); } }
static int get_animatorStateInfo(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.AnimationEvent obj = (UnityEngine.AnimationEvent)o; UnityEngine.AnimatorStateInfo ret = obj.animatorStateInfo; ToLua.PushValue(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index animatorStateInfo on a nil value" : e.Message)); } }
static int get_length(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.AnimatorStateInfo obj = (UnityEngine.AnimatorStateInfo)o; float ret = obj.length; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index length on a nil value")); } }
public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { foreach (KeyValuePair <string, float> t in _enityData.DictActionTime) { if (stateInfo.normalizedTime > t.Value) { if (_listNode.Contains(t.Key) == false) { _listNode.Add(t.Key); _enity.SetProperty("normalizedTime", t.Key); } } } if (stateInfo.normalizedTime >= 0.95f + transitionTime) { if (!_isEnd) { //GameInput.Log("state to the end " + stateInfo.normalizedTime); _isEnd = true; animator.SetBool("isAttack", false); animator.Play("idle01"); _enity.SetProperty("actinStateEnd", stateInfo); } } /* if (stateInfo.normalizedTime > 0.3f)//播放特效时间节点 * { * if (!_listNode.Contains("effectNode")) * { * _enity.SetProperty("normalizedTime", "effectNode"); * _listNode.Add("effectNode"); * } * } * if (stateInfo.normalizedTime > 0.6f)//播放受击动作时间节点 * { * if (!_listNode.Contains("beAtkNode")) * { * _enity.SetProperty("normalizedTime", "beAtkNode"); * _listNode.Add("beAtkNode"); * } * }*/ }
// Update is called once per frame void Update() { if (GameObject.Find("SceneSand (1)") == null) { dialogAnimator.SetBool("SandInBag", true); } if (dialogAnimator.GetCurrentAnimatorStateInfo(0).IsName("portal")) { portal.SetActive(true); } if (Input.GetKeyDown("space")) { dialogAnimator.SetTrigger("Space"); indicator = dialogAnimator.GetCurrentAnimatorStateInfo(0); if (indicator.IsName("HelloThereWait")) { dialogAnimator.SetBool("gap1", true); } else if (indicator.IsName("SelfIntroductionWait")) { dialogAnimator.SetBool("gap2", true); } else if (indicator.IsName("HelpMeWait")) { dialogAnimator.SetBool("gap3", true); } else if (indicator.IsName("TryThisWait")) { dialogAnimator.SetBool("gap4", true); } else if (indicator.IsName("Rain")) { dialogAnimator.SetBool("getRain", true); if (cloud != null) { cloud.SetActive(true); } } else if (dialogAnimator.GetBool("granite") == true && indicator.IsName("GraniteGot")) { dialogAnimator.SetBool("gap5", true); } else if (indicator.IsName("rememberWait")) { dialogAnimator.SetBool("remember", true); } else if (dialogAnimator.GetBool("gotSand") == true && indicator.IsName("gotSand")) { dialogAnimator.SetBool("gap6", true); } else if (indicator.IsName("endWait")) { dialogAnimator.SetBool("gap7", true); } } else { dialogAnimator.ResetTrigger("Space"); } }
static int _CreateUnityEngine_AnimatorStateInfo(IntPtr L) { UnityEngine.AnimatorStateInfo obj = new UnityEngine.AnimatorStateInfo(); ToLua.PushValue(L, obj); return(1); }
public override void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex) { //controller.OnTrigger2DStay -= OnPlayerTrigger2DEnter; animator.SetBool("Idle", false); }