示例#1
0
 public void ToNormalState()
 {
     currentMotionState = new MoveMotionStateNormal(myAnimator);
     if (currentMotionState == null)
     {
         EB.Debug.LogError("currentMotionState == null");
     }
     currentMotionState.freezeLocation = false;
     currentMotionState.isFinished     = false;
     currentMotionState.exitFrame      = -1.0f;
 }
示例#2
0
 public void JumpTo(Vector3 jumpDestination, AnimationCurve distanceCurve, float scale, Vector3 destinationOffset, float exitFrame)
 {
     currentMotionState                                      = new MoveMotionStateJump(myAnimator);
     currentMotionState.destination                          = jumpDestination;
     currentMotionState.toDestinationNormalized              = Vector3.Normalize(moveController.transform.position - currentMotionState.destination);
     currentMotionState.distanceToDestination                = distanceCurve;
     currentMotionState.curveScale                           = scale;
     currentMotionState.distanceToDestinationOffset          = Vector3.zero;//fixme(troy) - this should be non-zero, but somehow it hitches with the original code destinationOffset;
     currentMotionState.distanceToDestinationOffsetMagnitude = currentMotionState.distanceToDestinationOffset.magnitude;
     currentMotionState.freezeLocation                       = false;
     currentMotionState.isFinished                           = false;
     currentMotionState.exitFrame                            = exitFrame;
 }
示例#3
0
 public void WalkTo(Vector3 walkDestination, AnimationCurve distanceCurve, float scale)
 {
     currentMotionState                                      = new MoveMotionStateWalk(myAnimator);
     currentMotionState.destination                          = walkDestination;
     currentMotionState.toDestinationNormalized              = Vector3.Normalize(moveController.transform.position - currentMotionState.destination);
     currentMotionState.distanceToDestination                = distanceCurve;
     currentMotionState.curveScale                           = scale;
     currentMotionState.distanceToDestinationOffset          = Vector3.zero;
     currentMotionState.distanceToDestinationOffsetMagnitude = currentMotionState.distanceToDestinationOffset.magnitude;
     currentMotionState.freezeLocation                       = false;
     currentMotionState.isFinished                           = false;
     currentMotionState.exitFrame                            = -1.0f;
 }