/// <summary> /// Provide the Mecanim string that is associated with the state enum, so that we can do animations in code without /// using strings like barbarians. /// </summary> /// <param name="state">State to get Mecanim String For</param> /// <returns></returns> private string GetAnimatorParamFromState(UIScreenAnimState state) { string param = Animations.MECANIM_NONE; switch (state) { case UIScreenAnimState.None: param = Animations.MECANIM_NONE; break; case UIScreenAnimState.Intro: param = Animations.MECANIM_INTRO; break; case UIScreenAnimState.Outro: param = Animations.MECANIM_OUTRO; break; default: Debug.AssertFormat(true, "{0} : The state {1} is not a valid state for an animation transition.", gameObject.name, state.ToString()); break; } return(param); }
/// <summary> /// Set Animation Parameters, and let Mecanim Take Over. /// </summary> /// <param name="state">The Animation State to Transition To.</param> public virtual void PlayScreenAnimation(UIScreenAnimState state) { if (m_Animator != null) { m_Animator.SetTrigger(GetAnimatorParamFromState(state)); } else { UIManager.Instance.IsAnimationLocked = false; } }
public virtual void PlayScreenAnimation(UIScreenAnimState state) { if (mAnimator != null) { mAnimator.SetTrigger(GetAnimatorParamFromState(state)); } else { UIManager.Instance.Set2DAnimLock(false); } }
/// <summary> /// Screen Animation Routine. /// /// </summary> /// <param name="state">The Animation State, From Game Code.</param> /// <returns></returns> public virtual IEnumerator DoScreenAnimation(UIScreenAnimState state) { // Wait for the animation to finish. while (UIManager.Instance.IsAnimationLocked) { yield return(null); } UIManager.Instance.IsAnimationLocked = true; PlayScreenAnimation(state); while (UIManager.Instance.IsAnimationLocked) { yield return(null); } }