static bool Animation_PlayQueued__String__QueueMode(JSVCall vc, int argc) { int len = argc; if (len == 2) { System.String arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg); UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)JSApi.getEnum((int)JSApi.GetType.Arg); JSMgr.datax.setObject((int)JSApi.SetType.Rval, ((UnityEngine.Animation)vc.csObj).PlayQueued(arg0, arg1)); } return(true); }
static bool Animation_CrossFadeQueued__String__Single__QueueMode__PlayMode(JSVCall vc, int argc) { int len = argc; if (len == 4) { System.String arg0 = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg); System.Single arg1 = (System.Single)JSApi.getSingle((int)JSApi.GetType.Arg); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.PlayMode arg3 = (UnityEngine.PlayMode)JSApi.getEnum((int)JSApi.GetType.Arg); JSMgr.datax.setObject((int)JSApi.SetType.Rval, ((UnityEngine.Animation)vc.csObj).CrossFadeQueued(arg0, arg1, arg2, arg3)); } return(true); }
public static int PlayQueued1_wrap(long L) { try { long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L); UnityEngine.Animation obj = get_obj(nThisPtr); string arg0 = FCLibHelper.fc_get_string_a(L, 0); UnityEngine.QueueMode arg1 = (UnityEngine.QueueMode)(FCLibHelper.fc_get_int(L, 1)); UnityEngine.AnimationState ret = obj.PlayQueued(arg0, arg1); long ret_ptr = FCLibHelper.fc_get_return_ptr(L); long v = FCGetObj.PushObj(ret); FCLibHelper.fc_set_value_wrap_objptr(ret_ptr, v); } catch (Exception e) { Debug.LogException(e); } return(0); }
public void CrossFadeQueued(string name, float fadeLength = 0.3F, UnityEngine.QueueMode queue = QueueMode.CompleteOthers, UnityEngine.PlayMode mode = PlayMode.StopSameLayer, bool backToStand = false) { if (this.GameObject == null || animation == null || string.IsNullOrEmpty(name)) { return; } name = GetAniName(name); if (nextAnimNoCrossFade) { nextAnimNoCrossFade = false; PlayQueued(name, queue, mode, backToStand); return; } foreach (Entity ent in mAttaches) { if (ent is GOEActorEntity) { GOEActorEntity ae = ent as GOEActorEntity; if (!ae.IsVirtual) { continue; } ae.CrossFadeQueued(name, fadeLength, queue, mode); } } AnimationClip animClip = animation.GetClip(name); if (animClip == null) { string animName = name + ANIM_SUFFIX; GOERoot.ResMgrImp.GetAsset(animName, (string cbName, UnityEngine.Object cbObject) => { OnLoadAnim(name, cbObject); }); return; //Debug.LogError("CrossFadeQueued must make sure that the animation clip is on the character, animation is -> " + name); } animation.CrossFadeQueued(name, fadeLength, queue, mode); setAniSpeed(name); appendStand(backToStand); }
public static int CrossFadeQueued_wrap(long L) { try { long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L); Animation obj = get_obj(nThisPtr); string arg0 = FCLibHelper.fc_get_string_a(L, 0); float arg1 = FCLibHelper.fc_get_float(L, 1); UnityEngine.QueueMode arg2 = (UnityEngine.QueueMode)(FCLibHelper.fc_get_int(L, 2)); UnityEngine.PlayMode arg3 = (UnityEngine.PlayMode)(FCLibHelper.fc_get_int(L, 3)); AnimationState ret = obj.CrossFadeQueued(arg0, arg1, arg2, arg3); long ret_ptr = FCLibHelper.fc_get_return_ptr(L); long v = FCGetObj.PushObj(ret); FCLibHelper.fc_set_value_intptr(ret_ptr, v); } catch (Exception e) { Debug.LogException(e); } return(0); }