void Start() { anim = gameObject.GetComponent<Animator>(); Animations = anim.runtimeAnimatorController.animationClips; Animations = Animations.Where((animation) => animation.name.Contains("@sd_")).OrderBy((animation) => animation.name).ToArray(); }
public void GenerateAnimations() { animationClips = new AnimationClip[sortedFrames.Length / 3]; int animationCount = 0; for (int i=0; i<animationClips.Length; i++) { if (animationNames[i] != "") { AnimationClip animationClip; if (isOneFrame[i]) { animationClip = GenerateAnimation(animationNames[i], frameRate, i * 3 + 1, 1); // use 2nd sprite } else { animationClip = GenerateAnimation(animationNames[i], frameRate, i * 3, 4); SerializedObject serializedClip = new SerializedObject(animationClip); AnimationClipSettings clipSettings = new AnimationClipSettings(serializedClip.FindProperty("m_AnimationClipSettings")); clipSettings.loopTime = true; serializedClip.ApplyModifiedProperties(); } animationClips[animationCount] = animationClip; animationCount++; } } }
// Use this for initialization void Start () { animations = new AnimationClip[5]; animations[0] = null; animations[1] = tornado; animations[2] = meteor; animations[3] = flood; animations[4] = ufo; current = this; }
// Use this for initialization void Start () { // if any of animation is not present, then we disable the controller if (impactBack==null || impactLeft == null || impactRight == null) impactFront = null; if (impactFront != null) { // initialize animations SetupAnimations(impactFront); SetupAnimations(impactBack); SetupAnimations(impactLeft); SetupAnimations(impactRight); } cc = GetComponent<CharacterController>(); }
void Awake() { animation = GetComponent<Animation>(); if(!animation) Debug.Log("Gardain doesn't have animations."); if(!stanceAnimation) { animation = null; Debug.Log("No Stance animation found. Turning off animations."); } if(!lookUpAnimation) { animation = null; Debug.Log("No LookUp animation found. Turning off animations."); } if(!pointTheWayAnimation) { animation = null; Debug.Log("No PointTheWay animation found. Turning off animations."); } if (!sayNoAnimation) { animation = null; Debug.Log("No SayNo animation found. Turning off animations."); } if (!putHandInHeadAnimation) { animation = null; Debug.Log("No PutHandInHead animation found. Turning off animations."); } medrash = GameObject.FindGameObjectWithTag("Player"); StartCoroutine(VerifyDistanceToMainCharacter()); animationArray = new AnimationClip[4]; animationArray[0] = lookUpAnimation; animationArray[1] = pointTheWayAnimation; animationArray[2] = sayNoAnimation; animationArray[3] = putHandInHeadAnimation; }
void OnEnable() { targetAnimation = (Animation)target; animationClips = AnimationUtility.GetAnimationClips(targetAnimation.gameObject); }
public void SetAttackAnimation(AnimationClip[] aniAttack) { animationAttack=aniAttack; if(animationBody==null) return; else { if(aniBody==null){ aniBody=animationBody.GetComponent<Animation>(); if(aniBody==null) aniBody=animationBody.AddComponent<Animation>(); } } if(aniBody!=null && animationAttack!=null && animationAttack.Length>0){ foreach(AnimationClip clip in animationAttack){ aniBody.AddClip(clip, clip.name); aniBody.animation[clip.name].layer=5; aniBody.animation[clip.name].wrapMode=WrapMode.Once; } } }
// Use this for initialization void Start() { if (CanBePaused) gameManager = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameManager>(); objectAnimator = gameObject.GetComponent<Animator>(); if (objectAnimator != null) { RuntimeAnimatorController animController = objectAnimator.runtimeAnimatorController; animationArray = animController.animationClips; for (int i = 0; i < animationArray.Length; i++) { animationNamesList.Add(animationArray[i].name); } currentAnimName = animationNamesList[0]; } }
void SetMecanimData() { if (gogoAnimator.animator == null) { return; } animationClipArray = AnimationUtility.GetAnimationClips(gogoAnimator.gameObject); animationStateList.Clear(); animationStateNameList.Clear(); AnimatorController ac = gogoAnimator.animator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController; if (ac != null) { for (int i = 0; i < ac.layers.Length; i++) { AnimatorControllerLayer layer = ac.layers[i]; for (int j = 0; j < layer.stateMachine.states.Length; j++) { animationStateList.Add(layer.stateMachine.states[j]); animationStateNameList.Add(layer.stateMachine.states[j].state.name); } } } }
[RPC] void SetGun(int slot, int gun) { if(slot==0) { if(gun==0) { primaryAmmoLeft+=ammoInMainGun; ammoInMainGun=0; mainGunClipsize=primaryClipsizes[0]; mainGunFireSpeed=primaryFireSpeed[0]; isAutoPrimary=autoPrimary[0]; reloadSounds[0]=primaryReloadSounds[0]; fireSounds[0]=primaryShootSounds[0]; mainGunAnims=revolverAnims; if(primaryAmmoLeft>0) { int ammoUsed = mainGunClipsize - ammoInMainGun; ammoInMainGun = mainGunClipsize; primaryAmmoLeft-=ammoUsed; if(primaryAmmoLeft<0) { ammoInMainGun+=primaryAmmoLeft; primaryAmmoLeft=0; } RecalcAmmoMeter(); } networkView.RPC("EnableGun", RPCMode.All, 0, false); mainGunOut=false; mainGun=revolver; primaryDamage=primaryDamageL[0]; mainGunR=mainGun.transform.GetChild(0).gameObject; int teamI=0; if(team=="Blue") teamI=1; mainGunR.renderer.material.color=mainGcolors[teamI]; } else if(gun==1) { primaryAmmoLeft+=ammoInMainGun; ammoInMainGun=0; mainGunClipsize=primaryClipsizes[1]; mainGunFireSpeed=primaryFireSpeed[1]; isAutoPrimary=autoPrimary[1]; reloadSounds[0]=primaryReloadSounds[1]; fireSounds[0]=primaryShootSounds[1]; mainGunAnims=machinegunAnims; if(primaryAmmoLeft>0) { int ammoUsed = mainGunClipsize - ammoInMainGun; ammoInMainGun = mainGunClipsize; primaryAmmoLeft-=ammoUsed; if(primaryAmmoLeft<0) { ammoInMainGun+=primaryAmmoLeft; primaryAmmoLeft=0; } RecalcAmmoMeter(); } networkView.RPC("EnableGun", RPCMode.All, 0, false); mainGunOut=false; mainGun=machinegun; primaryDamage=primaryDamageL[1]; mainGunR=mainGun.transform.GetChild(0).gameObject; int teamI=0; if(team=="Blue") teamI=1; mainGunR.renderer.material.color=mainGcolors[teamI]; } } }
public SkinnedTemplateBakedData(string meshName, int clipCount, SkinnedMeshRenderer skinMeshRenderer, Animation animation) { this.name = meshName; this.BakedClips = new MeshSequence[clipCount]; this.AnimationClipsToBake = new AnimationClip[clipCount]; this.BakeSkinnedMesh(animation, skinMeshRenderer); }