// Use this for initialization void Start() { sceneManager = GameObject.Find("Main Camera").GetComponent <GameScene>(); playerController = GetComponent <PlayerController>(); default_Speed_Run = sceneManager.currentSpeed; animationState = Run; }
//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; } }
//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; } }
//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; } }
//Jump State public void Jump() { GetComponent <Animation>().Play(jumpUp.animation.name); if (GetComponent <Animation>()[jumpUp.animation.name].normalizedTime > 0.95f) { animationState = JumpLoop; } }
//Double Jump State public void JumpSecond() { GetComponent <Animation>().Play(roll.animation.name); if (GetComponent <Animation>()[roll.animation.name].normalizedTime > 0.95f) { animationState = JumpLoop; } }
//Alway play animation jump if character on air public void JumpLoop() { GetComponent <Animation>().CrossFade(jumpLoop.animation.name); if (controller.characterController.isGrounded) { animationState = Run; } }
//Jump State public void Jump() { animation.Play(jumpUp.animation.name); if (animation[jumpUp.animation.name].normalizedTime > 0.95f) { animationState = JumpLoop; } }
//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; } }
//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; } }
//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; } }
//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; } }
//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> (); }
//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; } }
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; } } } }
public void SetScare() { _animaionState = Scare; }
void Awake() { _intance = this; _animaionState = Idle; }
void Start() { controller = this.GetComponent <Controller>(); default_Speed_Run = GameAttribute.gameAttribute.speed; animationState = Run; }
void Start(){ controller = this.GetComponent<ControllerPlayer>(); default_Speed_Run = GameAttribute.gameAttribute.speed; animationState = Run; }
void Start() { am = this; controller = this.GetComponent<PlayerController> (); default_Speed_Run = controller.speedMove; animationState = Run; }
// 状态切换 public void SetHit() { _animaionState = Hit; }
public void SetWalk() { _animaionState = Walk; }
// Use this for initialization void Start() { animHandle = GetComponent<AnimationHandle>(); }
private void Awake() { data = FindObjectOfType <GPData> (); handle = FindObjectOfType <AnimationHandle> (); NextTake(1); }