public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); ClearTrigger(true); if (null == m_AnimCtrl) { m_AnimCtrl = animator.GetComponent <AnimatorCtrl>(); } }
/// <summary> /// Create new layers on the Animator with a specific name /// </summary> /// <param name="name"></param> /// <returns></returns> public AnimatorControllerLayer AddLayer(string name) { var layer = new AnimatorControllerLayer { name = name, stateMachine = new AnimatorStateMachine { name = "Default" } }; layer.stateMachine.defaultState = layer.stateMachine.AddState("Default"); AnimatorCtrl.AddLayer(layer); return(layer); }
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); if (null == m_AnimCtrl) { m_AnimCtrl = animator.GetComponent <AnimatorCtrl>(); } SendMsg(animator, m_EnterEvent); for (int i = 0; i < events.Length; i++) { events[i].eventSended = false; } }
public void ChangeChair(int index) { // reset all cameras foreach (var unit in Units) { unit.Obj.SetActive(false); } var u = Units[index]; u.Obj.SetActive(true); unitName.text = u.name; currAnimator = u.Animator; ChairColor = u.ChangeColor; ResetStates.ResetObjects(); ResetStates.bandejaPrincipal.SetObjectActive(true); }
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateExit(animator, stateInfo, layerIndex); if (null == m_AnimCtrl) { m_AnimCtrl = animator.GetComponent <AnimatorCtrl>(); } SendMsg(animator, m_EixtEvent); for (int i = 0; i < events.Length; i++) { if (!events[i].eventSended) { SendMsg(animator, events[i].eventStr); } } }
void Start() { animatorCtrl = GameObject.FindGameObjectWithTag("Player").GetComponent <AnimatorCtrl>(); }