void Update() { this.weight.Tick(Time.deltaTime); // Move the root position of each shadow to match the display model this.UpdateCoordinates(); // Update the lean controller and write its shadow into the buffer this.lean.ControlledUpdate(); this.lean.Encode(this.buffer1); // Update the anim controller and write its shadow into the buffer this.anim.ControlledUpdate(); this.anim.Encode(this.buffer2, new Whitelist <string>("Spine1")); // Optionally, uncomment this to see the weight value // Debug.Log(weight); // Play an animation when we press T if (Input.GetKeyDown(KeyCode.T) == true) { this.anim.AnimPlay("dismissing_gesture"); this.weight.ToMin(); } // Fade out the animation controller if we're finished if (anim.IsPlaying() == false) { this.weight.ToMax(); } // Blend the two controllers using the weight value BlendSystem.Blend( this.buffer1, new BlendPair(this.buffer1, this.weight.Value), new BlendPair(this.buffer2, this.weight.Inverse)); // Write the shadow buffer to the display model, starting at the hips Shadow.ReadShadowData( this.buffer1, this.transform.GetChild(0), this); }
// Update is called once per frame void Update() { this.weight.Tick(Time.deltaTime); this.UpdateCoordinates(); this.lean.ControlledUpdate(); this.lean.Encode(this.buffer1); this.anim.ControlledUpdate(); this.anim.Encode(this.buffer2, new Whitelist <string>("Spine1")); if (Input.GetKeyDown(KeyCode.T) == true) { this.anim.AnimPlay("dismissing_gesture"); this.weight.ToMax(); } if (anim.IsPlaying() == false) { this.weight.ToMin(); } BlendSystem.Blend(this.buffer1, new BlendPair(this.buffer1, this.weight.Value), new BlendPair(this.buffer2, this.weight.Inverse)); Shadow.ReadShadowData(this.buffer1, this.transform.GetChild(0), this); }