Пример #1
0
    public void SetAnim(PlayerAnimationType animType)
    {
        if (AnimationType == animType)
        {
            return;
        }

        AnimationType = animType;

        string clipName = null;

        switch (animType)
        {
        case PlayerAnimationType.Idle:
            clipName = "Idle";
            break;

        case PlayerAnimationType.Slide:
            clipName = "Slide";
            break;
        }

        if (clipName != null)
        {
            m_animator.SetTrigger(clipName);
        }
    }
Пример #2
0
    public virtual void Start()
    {
        pcController = GetComponent <CharacterController>();
        animator     = GetComponentInChildren <Animator>();

        animationType = PlayerAnimationType.NORMAL_IDLE;
    }
    public void ChangeAnimationState(PlayerAnimationType animationtype)
    {
        switch (animationtype)
        {
        case PlayerAnimationType.idle: animator.ChangeSpriteArray(idleSprites);; break;

        case PlayerAnimationType.holding: animator.ChangeSpriteArray(holdSprites); break;

        case PlayerAnimationType.throwNPC: animator.ChangeSpriteArray(throwSprites, false, () => ChangeAnimationState(PlayerAnimationType.idle)); break;
        }
    }
Пример #4
0
    void CharacterControl_Slerp()
    {
        Vector3 direction = new Vector3(0, 0, 0);

        animationType = PlayerAnimationType.NORMAL_IDLE;

        if (Input.GetKey(KeyCode.LeftArrow) ||
            Input.GetKey(KeyCode.RightArrow) ||
            Input.GetKey(KeyCode.UpArrow) ||
            Input.GetKey(KeyCode.DownArrow))
        {
            direction.x = Input.GetAxis("Horizontal");
            direction.z = Input.GetAxis("Vertical");

            Vector3 forward = Vector3.Slerp(transform.forward,
                                            direction,
                                            rotationSpeed * Time.deltaTime / Vector3.Angle(transform.forward, direction));
            transform.LookAt(transform.position + forward);

            animationType = PlayerAnimationType.NORMAL_WALK;
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            jumpPower = jumpSpeed;
        }

        if (jumpPower > 0)
        {
            jumpPower -= Time.deltaTime * 10;

            animationType = PlayerAnimationType.NORMAL_JUMP;
        }
        else
        {
            jumpPower = 0.0f;
        }

        Vector3 jump = new Vector3(0, jumpPower, 0);

        pcController.Move((direction * runSpeed + Physics.gravity + jump) * Time.deltaTime);
    }
Пример #5
0
    /*
     *  Gets the type of animation it is required to play and plays it
     */
    public void CallAnimationChange(PlayerAnimationType animType)
    {
        switch (animType)
        {
        case PlayerAnimationType.TRANSITION_IDLE_INTO_STANCETOP:
            animator.SetTrigger("TransIntoCombat");
            break;

        case PlayerAnimationType.TRANSITION_STANCETOP_INTO_IDLE:
            animator.SetTrigger("CombatIntoTrans");
            break;

        case PlayerAnimationType.SLICE_FROM_ANY_STANCE:
            animator.SetTrigger("Slice");
            break;

        case PlayerAnimationType.THRUST_FROM_ANY_STANCE:
            animator.SetTrigger("Thrust");
            break;

        case PlayerAnimationType.FROM_ATTACK_TO_STANCE:
            animator.SetTrigger("BackToStance");
            break;

        case PlayerAnimationType.SLICE_SLICE_FROM_ANY_STANCE:
            animator.SetTrigger("Slice");
            break;

        case PlayerAnimationType.THRUST_SLICE_FROM_ANY_STANCE:
            animator.SetTrigger("Slice");
            break;

        case PlayerAnimationType.THRUST_THRUST_FROM_ANY_STANCE:
            animator.SetTrigger("Thrust");
            break;

        case PlayerAnimationType.SLICE_THRUST_FROM_ANY_STANCE:
            animator.SetTrigger("Thrust");
            break;
        }
    }
Пример #6
0
 public void SetPlayerAnimationType(PlayerAnimationType _animationType)
 {
     animationType = _animationType;
     animator.SetInteger("AnimationIndex", animationType.GetHashCode());
 }
Пример #7
0
 public void PlayAnimation(PlayerAnimationType playerAnimationType)
 {
 }
Пример #8
0
    private int DefineTriggerTime(PlayerAnimationType animType, Stance playerStance)
    {
        switch (playerStance)
        {
        case Stance.TOP:
            switch (animType)
            {
            case PlayerAnimationType.SLICE_FROM_ANY_STANCE:
                return(0);

            case PlayerAnimationType.THRUST_FROM_ANY_STANCE:
                return(0);

            case PlayerAnimationType.SLICE_SLICE_FROM_ANY_STANCE:
                return(1);

            case PlayerAnimationType.THRUST_THRUST_FROM_ANY_STANCE:
                return(1);

            case PlayerAnimationType.SLICE_THRUST_FROM_ANY_STANCE:
                return(2);

            case PlayerAnimationType.THRUST_SLICE_FROM_ANY_STANCE:
                return(2);

            default:
                return(-1);
            }

        case Stance.MIDDLE:
            switch (animType)
            {
            case PlayerAnimationType.SLICE_FROM_ANY_STANCE:
                return(3);

            case PlayerAnimationType.THRUST_FROM_ANY_STANCE:
                return(3);

            case PlayerAnimationType.SLICE_SLICE_FROM_ANY_STANCE:
                return(4);

            case PlayerAnimationType.THRUST_THRUST_FROM_ANY_STANCE:
                return(4);

            case PlayerAnimationType.SLICE_THRUST_FROM_ANY_STANCE:
                return(5);

            case PlayerAnimationType.THRUST_SLICE_FROM_ANY_STANCE:
                return(5);

            default:
                return(-1);
            }

        case Stance.BOTTOM:
            switch (animType)
            {
            case PlayerAnimationType.SLICE_FROM_ANY_STANCE:
                return(6);

            case PlayerAnimationType.THRUST_FROM_ANY_STANCE:
                return(6);

            case PlayerAnimationType.SLICE_SLICE_FROM_ANY_STANCE:
                return(7);

            case PlayerAnimationType.THRUST_THRUST_FROM_ANY_STANCE:
                return(7);

            case PlayerAnimationType.SLICE_THRUST_FROM_ANY_STANCE:
                return(8);

            case PlayerAnimationType.THRUST_SLICE_FROM_ANY_STANCE:
                return(8);

            default:
                return(-1);
            }

        default:
            return(-1);
        }
    }