示例#1
0
        private void ResetAnimations()
        {
            if (_Animation != null && Keys != null)
            {
                AnimationState aState = null;
                if (!string.IsNullOrEmpty(_DefaultAnimation))
                {
                    aState = _Animation[_DefaultAnimation];
                    if (aState != null)
                    {
                        aState.time   = 0;
                        aState.weight = 0;
                    }
                }

                foreach (var k in Keys)
                {
                    CrossFadeAnimationKey cfak = k as CrossFadeAnimationKey;
                    if (cfak != null && !string.IsNullOrEmpty(cfak._Animation))
                    {
                        aState = _Animation[cfak._Animation];
                        if (aState != null)
                        {
                            aState.time   = 0;
                            aState.weight = 0;
                        }
                    }
                }
            }
        }
示例#2
0
        public override void Seek(float time)
        {
            base.Seek(time);
            if (_LayerKeys == null)
            {
                _LayerKeys = new CrossFadeAnimationKey[10];                     // maximum 10 layer support
            }
            for (int i = 0; i < _LayerKeys.Length; i++)
            {
                _LayerKeys[i] = null;
            }

            if (_Animation != null && _Animation.enabled)
            {
                ResetAnimations();// reset weight of all used animations

                if (Keys != null && Keys.Length > 0 && Index >= 0)
                {
                    for (int i = 0; i <= Index; i++)
                    {
                        CrossFadeAnimationKey cfak = Keys[i] as CrossFadeAnimationKey;
                        if (cfak != null)
                        {
                            if (!string.IsNullOrEmpty(cfak._Animation))
                            {
                                AnimationState newState = _Animation[cfak._Animation];
                                if (newState != null)
                                {
                                    float stateWeight = 1.0f;
                                    if (cfak._Layer < _LayerKeys.Length)
                                    {
                                        if (_LayerKeys[cfak._Layer] != null)
                                        {
                                            AnimationState preState = _Animation[_LayerKeys[cfak._Layer]._Animation];
                                            if (preState != null)
                                            {
                                                if (time >= cfak.FireTime + cfak.FadeLenght)
                                                {
                                                    preState.weight = 0.0f;
                                                    preState.time   = 0.0f;
                                                }
                                                else if (time >= cfak.FireTime)
                                                {
                                                    stateWeight     = (time - cfak.FireTime) / cfak.FadeLenght;
                                                    preState.weight = 1.0f - stateWeight;
                                                    preState.time   = time - _LayerKeys[cfak._Layer].FireTime;
                                                }
                                            }
                                        }
                                        _LayerKeys[cfak._Layer] = cfak;
                                    }

                                    cfak.ApplyStateParameters(newState);
                                    _Animation.CrossFade(newState.name, 0, cfak.Mode);
                                    newState.weight = stateWeight;
                                    newState.time   = time - cfak.FireTime;
                                }
                            }
                        }
                    }
                }
                else if (!string.IsNullOrEmpty(_DefaultAnimation))
                {
                    AnimationState state = _Animation[_DefaultAnimation];

                    if (state != null)
                    {
                        _Animation.CrossFade(state.name, 0, PlayMode.StopAll);
                        state.time   = time;
                        state.weight = 1.0f;
                    }
                }

                _Animation.Sample();
                // this is a stupid code to make unity update animation completely in SceneView
                if (!Application.isPlaying)
                {
                    _Animation.enabled = false;
                    _Animation.enabled = true;
                }
            }
        }