public void ChangeAnimation(AnimationClip cip, string stateName="Default") { if(animation.GetState(stateName) != null) { animation.Stop(stateName); animation.RemoveState(stateName); } animation.AddState(cip, stateName); animation.Play(stateName); }
public override void Deactive() { MessageManager.GetInstance().UnRegist((int)UFrameBuildinMessage.WanderArrived, OnWanderArrived); MessageManager.GetInstance().UnRegist((int)GameMessageDefine.AnimalPlayLevelUpEffect, OnAnimalPlayLevelUpEffect); //移动到看不见的地方 this.position = Const.Invisible_Postion; this.pathWander.Stop(); //this.wander.Stop(); anim.Stop(); base.Deactive(); }
// Update is called once per frame private void Update() { if (((int)Time.time) % 3 == 0) { anim.Stop(); anim.Play("atk"); } }
public void StartImpactMotion(int index, float actionTime, BaseAction targetAction) { float saveTime = _simpleAnimation.GetCurrentTime(index); StartCoroutine(DriveImpact(index, saveTime, actionTime, targetAction)); _simpleAnimation.Stop(); }
public void PlayAnimation(string name) { //同じnameのステートを呼び出しても、AnimationClipの先頭のイベントは呼び出されない //先頭以降なら呼び出されそう //「アニメーションが始まったフレームで行いたい処理」はイベント以外でやった方がよさそう simpleAnimation.Stop(); simpleAnimation.Play(name); stateChanged = true; }
protected override void OnDone() { if (destroySelf && mObject != null) { GameObject.Destroy(mObject); mObject = null; mAnimation = null; } else { if (mAnimation != null) { mAnimation.Stop(); } } }
public void StopAnime2() { animation2.Stop(); }
public void DamageText() { textAnime.Stop(); textAnime.Play(); }