static public int constructor(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.AnimatorTransitionInfo o; o = new UnityEngine.AnimatorTransitionInfo(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static void AnimatorTransitionInfo_userNameHash(JSVCall vc) { UnityEngine.AnimatorTransitionInfo _this = (UnityEngine.AnimatorTransitionInfo)vc.csObj; var result = _this.userNameHash; JSApi.setInt32((int)JSApi.SetType.Rval, (System.Int32)(result)); }
static void AnimatorTransitionInfo_normalizedTime(JSVCall vc) { UnityEngine.AnimatorTransitionInfo _this = (UnityEngine.AnimatorTransitionInfo)vc.csObj; var result = _this.normalizedTime; JSApi.setSingle((int)JSApi.SetType.Rval, (System.Single)(result)); }
static void AnimatorTransitionInfo_anyState(JSVCall vc) { UnityEngine.AnimatorTransitionInfo _this = (UnityEngine.AnimatorTransitionInfo)vc.csObj; var result = _this.anyState; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(result)); }
static public int constructor(IntPtr l) { try { UnityEngine.AnimatorTransitionInfo o; o = new UnityEngine.AnimatorTransitionInfo(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.AnimatorTransitionInfo o; o=new UnityEngine.AnimatorTransitionInfo(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static bool AnimatorTransitionInfo_IsUserName__String(JSVCall vc, int argc) { int len = argc; if (len == 1) { System.String arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg); UnityEngine.AnimatorTransitionInfo argThis = (UnityEngine.AnimatorTransitionInfo)vc.csObj; JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(argThis.IsUserName(arg0))); JSMgr.changeJSObj(vc.jsObjID, argThis); } return(true); }
public static int constructor(IntPtr l) { try { UnityEngine.AnimatorTransitionInfo o; o=new UnityEngine.AnimatorTransitionInfo(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.AnimatorTransitionInfo o; o = new UnityEngine.AnimatorTransitionInfo(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int IsUserName(IntPtr l) { try{ UnityEngine.AnimatorTransitionInfo self = (UnityEngine.AnimatorTransitionInfo)checkSelf(l); System.String a1; checkType(l, 2, out a1); System.Boolean ret = self.IsUserName(a1); pushValue(l, ret); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
void Update() { armsTransitionInfo = animator.GetAnimatorTransitionInfo(0); if(Input.GetMouseButton(0)) { Attack(); } if(armsTransitionInfo.nameHash == Animator.StringToHash("Swing -> idle")) { attacking = false; } if(attacking) HitCheck(); }
static int _CreateAnimatorTransitionInfo(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 0); AnimatorTransitionInfo obj = new AnimatorTransitionInfo(); LuaScriptMgr.PushValue(L, obj); return 1; }
// Update is called once per frame void Update() { currentState = anim.GetCurrentAnimatorStateInfo(0); currentTransition = anim.GetAnimatorTransitionInfo(0); currentTime = Time.time; if (canDie) { if (Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.DownArrow) || Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.RightArrow)) { anim.SetBool("isMove", false); } if (canMove) { // For attacking if (Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.RightArrow)) { this.gameObject.transform.eulerAngles = new Vector3(0, 45, 0); anim.SetBool("isMove", true); } else if (Input.GetKey(KeyCode.RightArrow) && Input.GetKey(KeyCode.DownArrow)) { this.gameObject.transform.eulerAngles = new Vector3(0, 135, 0); anim.SetBool("isMove", true); } else if (Input.GetKey(KeyCode.LeftArrow) && Input.GetKey(KeyCode.DownArrow)) { this.gameObject.transform.eulerAngles = new Vector3(0, 225, 0); anim.SetBool("isMove", true); } else if (Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftArrow)) { this.gameObject.transform.eulerAngles = new Vector3(0, 315, 0); anim.SetBool("isMove", true); } else { if (Input.GetKey(KeyCode.UpArrow)) { this.gameObject.transform.eulerAngles = new Vector3(0, 0, 0); anim.SetBool("isMove", true); } if (Input.GetKey(KeyCode.DownArrow)) { this.gameObject.transform.eulerAngles = new Vector3(0, 180, 0); anim.SetBool("isMove", true); } if (Input.GetKey(KeyCode.LeftArrow)) { this.gameObject.transform.eulerAngles = new Vector3(0, 270, 0); anim.SetBool("isMove", true); } if (Input.GetKey(KeyCode.RightArrow)) { this.gameObject.transform.eulerAngles = new Vector3(0, 90, 0); anim.SetBool("isMove", true); } } } if (canAttack) { if (!canCombo) { if (Input.GetKeyDown(KeyCode.F)) { stopTime = currentTime; canCombo = true; combo++; extraTime = 0.5f; } } else { if (currentTime - stopTime <= extraTime) { if (Input.GetKeyDown(KeyCode.F)) { extraTime += 0.5f; combo++; if (combo > 3) { extraTime = 0; combo = 0; canCombo = false; canAttack = false; } } } else { extraTime = 0; combo = 0; canCombo = false; } } } if (currentState.nameHash == idleState) { canMove = true; canAttack = true; canSkill = true; att1 = true; att2 = true; att3 = true; skill = true; //-------------------------- if (Input.GetKeyDown(KeyCode.F)) { anim.SetBool("isAtt1", true); anim.SetBool("isMove", false); } } if (currentState.nameHash == moveState) { canAttack = true; canSkill = true; this.gameObject.transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime); if (combo == 1) { anim.SetBool("isAtt1", true); } } if (currentState.nameHash == att1State) { canMove = false; this.gameObject.transform.Translate(Vector3.forward * moveSpeed * 0.3f * Time.deltaTime); if (combo == 2) { anim.SetBool("isAtt2", true); } if (att1) { generateAttackCube(); att1 = false; } } if (currentState.nameHash == att2State) { canMove = false; this.gameObject.transform.Translate(Vector3.forward * moveSpeed * 0.3f * Time.deltaTime); if (combo == 3) { anim.SetBool("isAtt3", true); } if (att2) { generateAttackCube(); att2 = false; } } if (currentState.nameHash == att3State) { canMove = false; canAttack = true; anim.SetBool("isAtt1", false); anim.SetBool("isAtt2", false); anim.SetBool("isAtt3", false); //this.gameObject.transform.Translate(Vector3.forward * moveSpeed * 0.3f * Time.deltaTime); if (att3) { generateAttackCube(); att3 = false; } } if (currentState.nameHash == skillState) { this.gameObject.transform.Translate(Vector3.forward * moveSpeed * 0.6f * Time.deltaTime); if (skill) { skill = false; } canSkill = false; canAttack = false; canMove = false; anim.SetBool("isSkill", false); } if (currentTransition.nameHash == att1Transition) { anim.SetBool("isAtt1", false); } if (currentTransition.nameHash == att2Transition) { anim.SetBool("isAtt1", false); anim.SetBool("isAtt2", false); } if (currentTransition.nameHash == att3Transition) { } if (canSkill) { if (Input.GetKeyDown(KeyCode.G)) { goSkill(); } } } if (Input.GetKeyDown(KeyCode.P)) { goDie(); } if (Input.GetKeyDown(KeyCode.U)) { revive(); } if (Input.GetKeyDown(KeyCode.X)) { generateAttackCube(); } }
public virtual void Animate(Vector3 movement, bool atking, bool[] skills) { #region AnimatorStateInfo m_anmSttInfo = m_animator.GetCurrentAnimatorStateInfo(0); if (m_anmSttInfo.IsName("0.idle")) { m_agent.Stop(); m_animator.SetBool("moving", movement.magnitude > 0.1f); m_animator.SetBool("atk", atking); m_animator.speed = 1; } else if (m_anmSttInfo.IsName("0.run")) { m_agent.Resume(); m_animator.SetBool("moving", movement.magnitude > 0.1f); m_animator.SetBool("atk", atking); m_animator.speed = PlayerData.GetInstance().moveSpeed / m_baseMoveSpeed; m_agent.speed = PlayerData.GetInstance().moveSpeed; m_agent.angularSpeed = 99999999; } else if (m_anmSttInfo.IsName("0.atk0")) { AtkAnimate(atking, m_anmSttInfo.normalizedTime, 0); } else if (m_anmSttInfo.IsName("0.atk1")) { AtkAnimate(atking, m_anmSttInfo.normalizedTime, 0); } else if (m_anmSttInfo.IsName("0.atk2")) { AtkAnimate(atking, m_anmSttInfo.normalizedTime, 1); } else if (m_anmSttInfo.IsName("0.atk3")) { AtkAnimate(atking, m_anmSttInfo.normalizedTime, 2); if (m_anmSttInfo.normalizedTime > 0.5f) m_animator.SetBool("moving", movement.magnitude > 0.1f); } #endregion #region AnimatorTransitionInfo m_anmTraInfo = m_animator.GetAnimatorTransitionInfo(0); if (m_anmTraInfo.IsUserName("2a")) { m_animator.SetBool("atk", false); m_hasAtked = false; m_agent.angularSpeed = 0; m_agent.speed = 0; Vector3 direction = Vector3.Lerp(transform.position + transform.forward, transform.position + movement, Time.deltaTime * 10); transform.LookAt(direction); m_agent.Stop(); } else if (m_anmTraInfo.IsUserName("a2i") && m_anmTraInfo.IsUserName("a2r")) { m_animator.SetBool("atk", false); m_agent.angularSpeed = 9999999999; m_agent.Resume(); } #endregion }
static public int get_userNameHash(IntPtr l) { UnityEngine.AnimatorTransitionInfo o = (UnityEngine.AnimatorTransitionInfo)checkSelf(l); pushValue(l, o.userNameHash); return(1); }
static public int get_normalizedTime(IntPtr l) { UnityEngine.AnimatorTransitionInfo o = (UnityEngine.AnimatorTransitionInfo)checkSelf(l); pushValue(l, o.normalizedTime); return(1); }
// Update is called once per frame void Update() { // If new wave GUI is showing, don't update player if (!wc.IsNewWave()) { ControlMouse(); //ControlWASD(); // Get animation info armsTransitionInfo = GetComponent<Animator>().GetAnimatorTransitionInfo(1); if (currentGun) { if (Input.GetButtonDown("Shoot")) currentGun.Shoot(); else if (Input.GetButton("Shoot")) currentGun.ShootAuto(); if (Input.GetButtonDown("Reload")) { if (currentGun.Reload()) { GetComponent<Animator>().SetTrigger("Reload"); reloading = true; } } // Finish reloading if (reloading) { if (armsTransitionInfo.nameHash == Animator.StringToHash("Reload -> Weapon Hold")) { currentGun.FinishReload(); reloading = false; } } } for (int i = 0; i < guns.Length; i++) { if (Input.GetKeyDown((i + 1) + "") || Input.GetKeyDown("[" + (i + 1) + "]")) { EquipGun(i); break; } } } }
private void Update() { transInfo = animator.GetAnimatorTransitionInfo (0); }
/// <summary> /// Update is called once per frame. /// </summary> void Update() { if (animator && gamecam.CamState != CamaraJugador.CamStates.FirstPerson) { stateInfo = animator.GetCurrentAnimatorStateInfo(0); transInfo = animator.GetAnimatorTransitionInfo(0); // Press A to jump /*if (Input.GetButton("Jump")) { animator.SetBool("Jump", true); } else { animator.SetBool("Jump", false); }*/ // Pull values from controller/keyboard leftX = Input.GetAxis("Horizontal"); leftY = Input.GetAxis("Vertical"); //float leftZ = Input.GetKeyDown(KeyCode.Space) == true ? 1 : 0; float leftZ = 0; charAngle = 0f; direction = 0f; float charSpeed = 0f; /*Vector3 resultantVelocity = transform.forward * leftY * 10f + transform.right * leftX * 10f; resultantVelocity.y = Physics.gravity.y; float animSpeed = Mathf.Abs ( leftY ); animator.SetFloat("Speed", animSpeed); rb3d.velocity = resultantVelocity;*/ float animSpeed = Mathf.Abs(leftY); animator.SetFloat("Speed", animSpeed); rb3d.AddForce( (transform.forward * leftY * 20f + transform.right * leftX * 20f)); Vector3 finalVelocity = rb3d.velocity; if ( Mathf.Abs(finalVelocity.x) > 10f) finalVelocity.x = finalVelocity.x < 0 ? -10 : 10; if ( Mathf.Abs(finalVelocity.z) > 10f) finalVelocity.z = finalVelocity.z < 0 ? -10 : 10; rb3d.velocity = finalVelocity; // Translate controls stick coordinates into world/cam/character space StickToWorldspace(this.transform, gamecam.transform, ref direction, ref charSpeed, ref charAngle, IsInPivot()); // Press B to sprint /*if (Input.GetButton("Sprint")) { speed = Mathf.Lerp(speed, SPRINT_SPEED, Time.deltaTime); gamecam.GetComponent<Camera>().fieldOfView = Mathf.Lerp(gamecam.GetComponent<Camera>().fieldOfView, SPRINT_FOV, fovDampTime * Time.deltaTime); } else {*/ speed = charSpeed; gamecam.GetComponent<Camera>().fieldOfView = Mathf.Lerp(gamecam.GetComponent<Camera>().fieldOfView, NORMAL_FOV, fovDampTime * Time.deltaTime); //} //animator.SetFloat("Speed", speed, speedDampTime, Time.deltaTime); //animator.SetFloat("Direction", direction, directionDampTime, Time.deltaTime); if (speed > LocomotionThreshold) // Dead zone { if (!IsInPivot()) { //Animator.SetFloat("Angle", charAngle); } } if (speed < LocomotionThreshold && Mathf.Abs(leftX) < 0.05f) // Dead zone { //animator.SetFloat("Direction", 0f); //animator.SetFloat("Angle", 0f); } } }
/// <summary> /// Update is called once per frame. /// </summary> void Update() { stateInfo = animator.GetCurrentAnimatorStateInfo(0); transInfo = animator.GetAnimatorTransitionInfo(0); /* Press A to jump if (Input.GetButton("Jump")) { animator.SetBool("Jump", true); } else { animator.SetBool("Jump", false); } */ // Pull values from controller/keyboard leftX = Input.GetAxis("Horizontal")+gazeInput; leftY = Input.GetAxis("Vertical"); charAngle = 0f; direction = 0f; float charSpeed = 0f; // Translate controls stick coordinates into world/cam/character space StickToWorldspace(this.transform, gamecam.transform, ref direction, ref charSpeed, ref charAngle, IsInPivot()); /* Press B to sprint if (Input.GetButton("Sprint")) { speed = Mathf.Lerp(speed, SPRINT_SPEED, Time.deltaTime); gamecam.camera.fieldOfView = Mathf.Lerp(gamecam.camera.fieldOfView, SPRINT_FOV, fovDampTime * Time.deltaTime); } else { } */ speed = charSpeed; gamecam.camera.fieldOfView = Mathf.Lerp(gamecam.camera.fieldOfView, NORMAL_FOV, fovDampTime * Time.deltaTime); animator.SetFloat("Speed", speed, speedDampTime, Time.deltaTime); animator.SetFloat("Direction", direction, directionDampTime, Time.deltaTime); if (speed > LocomotionThreshold) // Dead zone { if (!IsInPivot()) { Animator.SetFloat("Angle", charAngle); } } if (speed < LocomotionThreshold && Mathf.Abs(leftX) < 0.05f) // Dead zone { animator.SetFloat("Direction", 0f); animator.SetFloat("Angle", 0f); } }
void Update() { stateInfo = animator.GetCurrentAnimatorStateInfo(0); transInfo = animator.GetAnimatorTransitionInfo(0); if (Input.GetButton("Jump")) { animator.SetFloat("Jump", 1); } else { animator.SetFloat("Jump", 1); } leftX = Input.GetAxis("Horizontal"); leftY = Input.GetAxis("Vertical"); charAngle = 0f; direction = 0f; float charSpeed = 0f; StrickToWorldspace(this.transform, gameCam.transform, ref direction, ref charSpeed, ref charAngle, IsInPivot()); speed = charSpeed; Debug.Log("Speed:" + speed); animator.SetFloat("Speed", speed, speedDampTime, Time.deltaTime); animator.SetFloat("Forward", direction, directionDampTime, Time.deltaTime); if (speed > LocomotionThreshold) { if (!IsInPivot()) { Animator.SetFloat("Turn", charAngle); } } if (speed < LocomotionThreshold && Mathf.Abs(leftX) < 0.05) { animator.SetFloat("Forward", 0f); animator.SetFloat("Turn", 0f); } }
private void RootMotionMovement() { _stateInfo = _animator.GetCurrentAnimatorStateInfo(0); _transInfo = _animator.GetAnimatorTransitionInfo(0); StickToWorldspace(); float speed = _input.sqrMagnitude; _animator.SetFloat(speedFloat, speed, speedDamp, Time.deltaTime); if(speed < speedThreshold) { _direction = 0; } _animator.SetFloat(directionFloat, _direction, directionDamp, Time.deltaTime); if(!IsInPivot()) { if(speed > speedThreshold) { _animator.SetFloat(angleFloat, _angle); } else { _animator.SetFloat(directionFloat, 0); _animator.SetFloat(angleFloat, 0); } } }
void Start() { controller = GetComponent<CharacterController>(); cam = Camera.main; anim = GetComponentInChildren<Animator>(); armsTransitionInfo = anim.GetAnimatorTransitionInfo(1); EquipGun(0); }
private extern void GetAnimatorTransitionInfo(int layerIndex, out AnimatorTransitionInfo info);
/// <summary> /// Convert the animator hash ID to a readable string /// </summary> /// <param name="rStateID"></param> /// <param name="rTransitionID"></param> /// <returns></returns> private string AnimatorHashToString(AnimatorStateInfo rState, AnimatorTransitionInfo rTransition) { string lStateName = "0"; string lTransitionName = "0"; #if UNITY_4_0 || UNITY_4_0_1 ||UNITY_4_1|| UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 lStateName = (AnimatorStateNames.ContainsKey(rState.nameHash) ? AnimatorStateNames[rState.nameHash] : rState.nameHash.ToString()); lTransitionName = (AnimatorStateNames.ContainsKey(rTransition.nameHash) ? AnimatorStateNames[rTransition.nameHash] : rTransition.nameHash.ToString()); #else int lStateID = rState.fullPathHash; if (lStateID != 0) { lStateName = (AnimatorStateNames.ContainsKey(lStateID) ? AnimatorStateNames[lStateID] : lStateID.ToString()); } int lTransitionID = rTransition.fullPathHash; if (lTransitionID != 0) { if (AnimatorStateNames.ContainsKey(lTransitionID)) { lTransitionName = AnimatorStateNames[lTransitionID]; } else { lTransitionID = rTransition.nameHash; if (AnimatorStateNames.ContainsKey(lTransitionID)) { lTransitionName = AnimatorStateNames[lTransitionID]; } } } #endif return String.Format("state:{0} trans:{1}", lStateName, lTransitionName); }