/// <summary>
 /// At the end of each cycle, we update our animator parameters with our current state
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _grabbingAnimationParameter, Grabbing, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _throwingAnimationParameter, Throwing, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _carryingAnimationParameter, Carrying, _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorInteger(_animator, _carryingIDAnimationParameter, CarryingID, _character._animatorParameters);
 }
Пример #2
0
 /// <summary>
 /// Override this to send parameters to the character's animator. This is called once per cycle, by the Character
 /// class, after Early, normal and Late process().
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _weaponEquippedAnimationParameter, (CurrentWeapon != null), _character._animatorParameters);
     if (CurrentWeapon == null)
     {
         MMAnimatorExtensions.UpdateAnimatorInteger(_animator, _weaponEquippedIDAnimationParameter, -1, _character._animatorParameters);
         return;
     }
     else
     {
         MMAnimatorExtensions.UpdateAnimatorInteger(_animator, _weaponEquippedIDAnimationParameter, CurrentWeapon.WeaponAnimationID, _character._animatorParameters);
     }
 }
Пример #3
0
    /// <summary>
    /// Initializes the animator parameters.
    /// </summary>
    protected override void InitializeAnimatorParameters()
    {
        if (_animator == null)
        {
            return;
        }

        _animatorParameters = new List <int>();

        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _groundedAnimationParameterName,
                                                          out _groundedAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _airborneAnimationParameterName,
                                                          out _airborneSpeedAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _xSpeedAnimationParameterName,
                                                          out _xSpeedSpeedAnimationParameter, AnimatorControllerParameterType.Float, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _ySpeedAnimationParameterName,
                                                          out _ySpeedSpeedAnimationParameter, AnimatorControllerParameterType.Float, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _worldXSpeedAnimationParameterName,
                                                          out _worldXSpeedSpeedAnimationParameter, AnimatorControllerParameterType.Float, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _worldYSpeedAnimationParameterName,
                                                          out _worldYSpeedSpeedAnimationParameter, AnimatorControllerParameterType.Float, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _collidingLeftAnimationParameterName,
                                                          out _collidingLeftAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _collidingRightAnimationParameterName,
                                                          out _collidingRightAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _collidingBelowAnimationParameterName,
                                                          out _collidingBelowAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _collidingAboveAnimationParameterName,
                                                          out _collidingAboveAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _idleSpeedAnimationParameterName,
                                                          out _idleSpeedAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _pushWallAnimationParameterName,
                                                          out _pushWallAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _aliveAnimationParameterName,
                                                          out _aliveAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _facingRightAnimationParameterName,
                                                          out _facingRightAnimationParameter, AnimatorControllerParameterType.Bool, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _randomAnimationParameterName,
                                                          out _randomAnimationParameter, AnimatorControllerParameterType.Float, _animatorParameters);
        MMAnimatorExtensions.AddAnimatorParameterIfExists(_animator, _randomConstantAnimationParameterName,
                                                          out _randomConstantAnimationParameter, AnimatorControllerParameterType.Int, _animatorParameters);

        // we update our constant float animation parameter
        int randomConstant = UnityEngine.Random.Range(0, 1000);

        MMAnimatorExtensions.UpdateAnimatorInteger(_animator, _randomConstantAnimationParameter, randomConstant,
                                                   _animatorParameters);
    }
 /// <summary>
 /// At the end of each cycle, we send our Running status to the character's animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _waveHandAnimationParameter, (_movement.CurrentState == CharacterStates.MovementStates.WaveHand), _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorBool(_animator, _winAnimationParameter, (_movement.CurrentState == CharacterStates.MovementStates.Win), _character._animatorParameters);
     MMAnimatorExtensions.UpdateAnimatorInteger(_animator, _winIndexAnimationParameter, _randomWinIndex, _character._animatorParameters);
 }