// Use this for initialization
 void Start()
 {
     sceneManager      = GameObject.Find("Main Camera").GetComponent <GameScene>();
     playerController  = GetComponent <PlayerController>();
     default_Speed_Run = sceneManager.currentSpeed;
     animationState    = Run;
 }
示例#2
0
 //Jump State
 public void Jump()
 {
     animation.Play (jumpUp.animation.name);
     if (animation [jumpUp.animation.name].normalizedTime > 0.95f && animationState != Dead) {
         animationState = JumpLoop;
     }
 }
 //Alway play animation jump if character on air
 public void JumpLoop()
 {
     animation.CrossFade(jumpLoop.animation.name);
     if(controller.characterController.isGrounded){
         animationState = Run;
     }
 }
 //Double Jump State
 public void JumpSecond()
 {
     animation.Play(roll.animation.name);
     if(animation[roll.animation.name].normalizedTime > 0.95f){
         animationState = JumpLoop;
     }
 }
示例#5
0
	//Turn Left State
	public void TurnLeft(){
		animation.Play(turnLeft.animation.name);
		animation[turnLeft.animation.name].speed = turnLeft.speedAnimation;
		if(animation[turnLeft.animation.name].normalizedTime > 0.95f){
			animationState = Run;	
		}
	}
示例#6
0
 //Double Jump State
 public void JumpSecond()
 {
     animation.Play(roll.animation.name);
     if (animation[roll.animation.name].normalizedTime > 0.95f)
     {
         animationState = JumpLoop;
     }
 }
 public void JumpEnd()
 {
     animationComponent.Play(jumpEndAnimation.animation.name);
     if (animationComponent[jumpEndAnimation.animation.name].normalizedTime > 0.9f || cc.isGrounded == true)
     {
         animationState = Run;
     }
 }
示例#8
0
 //Jump State
 public void Jump()
 {
     GetComponent <Animation>().Play(jumpUp.animation.name);
     if (GetComponent <Animation>()[jumpUp.animation.name].normalizedTime > 0.95f)
     {
         animationState = JumpLoop;
     }
 }
示例#9
0
 //Double Jump State
 public void JumpSecond()
 {
     GetComponent <Animation>().Play(roll.animation.name);
     if (GetComponent <Animation>()[roll.animation.name].normalizedTime > 0.95f)
     {
         animationState = JumpLoop;
     }
 }
示例#10
0
 //Alway play animation jump if character on air
 public void JumpLoop()
 {
     GetComponent <Animation>().CrossFade(jumpLoop.animation.name);
     if (controller.characterController.isGrounded)
     {
         animationState = Run;
     }
 }
示例#11
0
 //Jump State
 public void Jump()
 {
     animation.Play(jumpUp.animation.name);
     if (animation[jumpUp.animation.name].normalizedTime > 0.95f)
     {
         animationState = JumpLoop;
     }
 }
示例#12
0
 //Turn Right State
 public void TurnRight()
 {
     animation.Play(turnRight.animation.name);
     animation[turnRight.animation.name].speed = turnRight.speedAnimation;
     if (animation[turnRight.animation.name].normalizedTime > 0.95f)
     {
         animationState = Run;
     }
 }
示例#13
0
 //Turn Right State
 public void TurnRight()
 {
     GetComponent <Animation>().Play(turnRight.animation.name);
     GetComponent <Animation>()[turnRight.animation.name].speed = turnRight.speedAnimation;
     if (GetComponent <Animation>()[turnRight.animation.name].normalizedTime > 0.95f)
     {
         animationState = Run;
     }
 }
 public void FlyRight()
 {
     animationComponent[flyRightAnimation.animation.name].speed = flyRightAnimation.speedAnimation;
     animationComponent.Play(flyRightAnimation.animation.name);
     if (animationComponent[flyRightAnimation.animation.name].normalizedTime > 0.95f)
     {
         animationState = Fly;
     }
 }
 public void Select()
 {
     animationComponent[selectAnimation.animation.name].speed = selectAnimation.speedAnimation;
     animationComponent.Play(selectAnimation.animation.name);
     if (animationComponent[selectAnimation.animation.name].normalizedTime > 0.99f)
     {
         animationState = Idle;
     }
 }
 public void Roll()
 {
     animationComponent [rollAnimation.animation.name].speed = rollAnimation.speedAnimation;;
     animationComponent.Play(rollAnimation.animation.name);
     if (animationComponent[rollAnimation.animation.name].normalizedTime >= 1f)
     {
         animationState = Run;
     }
 }
 public void TurnRight()
 {
     animationComponent[turnRightAnimation.animation.name].speed = turnRightAnimation.speedAnimation;
     animationComponent.Play(turnRightAnimation.animation.name);
     if (animationComponent[turnRightAnimation.animation.name].normalizedTime > 0.95f)
     {
         animationState = Run;
     }
 }
 public void Idle2()
 {
     animationComponent[idleAnimation2.animation.name].speed = idleAnimation2.speedAnimation;
     animationComponent.Play(idleAnimation2.animation.name);
     if (animationComponent[idleAnimation2.animation.name].normalizedTime > 0.95f)
     {
         animationState = Idle;
     }
 }
示例#19
0
 //Alway play animation jump if character on air
 public void JumpLoop()
 {
     animation.CrossFade (jumpLoop.animation.name);
     if (controller.transform.position.y <= 0 && animationState != Dead) {
         controller.jumping = false;
         animationState = Run;
     } else {
         controller.jumping = true;
     }
 }
示例#20
0
 //Roll State
 public void Roll()
 {
     animation.Play (roll.animation.name);
     if (animation [roll.animation.name].normalizedTime > 0.95f) {
         controller.isRoll = false;
         animationState = Run;
     } else {
         controller.isRoll = true;
     }
 }
 public void JumpStart()
 {
     animationComponent.Play(jumpStartAnimation.animation.name);
     if (animationComponent[jumpStartAnimation.animation.name].normalizedTime > 0.9f && Controller.iJump && Controller.doubleJump)
     {
         animationState = JumpLoop;
     }
     else if (animationComponent[jumpStartAnimation.animation.name].normalizedTime > 0.95f)
     {
         animationState = JumpEnd;
     }
 }
 public void JumpLoop()
 {
     animationComponent[jumpLoopAnimation.animation.name].speed = jumpLoopAnimation.speedAnimation;
     animationComponent.Play(jumpLoopAnimation.animation.name);
     if (animationComponent[jumpLoopAnimation.animation.name].normalizedTime > 0.95f && Controller.iJump)
     {
         animationState = JumpEnd;
     }
     else if (animationComponent[jumpLoopAnimation.animation.name].normalizedTime > 0.95f)
     {
         animationState = JumpEnd;
     }
 }
示例#23
0
 //Roll State
 public void Roll()
 {
     animation.Play(roll.animation.name);
     if (animation[roll.animation.name].normalizedTime > 0.95f)
     {
         controller.isRoll = false;
         animationState    = Run;
     }
     else
     {
         controller.isRoll = true;
     }
 }
 void Start()
 {
     if (isMenu)
     {
         animationState = Idle2;
     }
     else
     {
         animationState = Run;
     }
     cc = this.GetComponent <CharacterController> ();
     animationComponent = this.GetComponent <Animation> ();
 }
示例#25
0
 //Roll State
 public void Roll()
 {
     GetComponent <Animation>().Play(roll.animation.name);
     if (GetComponent <Animation>()[roll.animation.name].normalizedTime > 0.95f)
     {
         controller.isRoll = false;
         animationState    = Run;
     }
     else
     {
         controller.isRoll = true;
     }
 }
示例#26
0
	public void Hit()
	{
		if(!_animator.GetBool("hit"))
		{
			_animator.SetBool("hit",true);
		}
		if(_animator.GetCurrentAnimatorStateInfo(0).IsName("hit"))
		{
			if(_hitWrong)
			{
				Scare();
			}else 
			{
				if(_animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 0.7f)
				{
					_animaionState = Idle;
				}
			}
		}
	}
示例#27
0
	public void SetScare()
	{
		_animaionState = Scare;
	}
示例#28
0
	void Awake()
	{
		_intance = this;
		_animaionState = Idle;
	}
示例#29
0
 void Start()
 {
     controller        = this.GetComponent <Controller>();
     default_Speed_Run = GameAttribute.gameAttribute.speed;
     animationState    = Run;
 }
示例#30
0
	void Start(){
        controller = this.GetComponent<ControllerPlayer>();
		default_Speed_Run = GameAttribute.gameAttribute.speed;
		animationState = Run;
	}
示例#31
0
 void Start()
 {
     am = this;
     controller = this.GetComponent<PlayerController> ();
     default_Speed_Run = controller.speedMove;
     animationState = Run;
 }
示例#32
0
	// 状态切换
	public void SetHit()
	{
		_animaionState = Hit;
	}
示例#33
0
	public void SetWalk()
	{
		_animaionState = Walk;
	}
示例#34
0
 // Use this for initialization
 void Start()
 {
     animHandle = GetComponent<AnimationHandle>();
 }
示例#35
0
 private void Awake()
 {
     data   = FindObjectOfType <GPData> ();
     handle = FindObjectOfType <AnimationHandle> ();
     NextTake(1);
 }