Runtime representation of the AnimatorController. It can be used to change the Animator's controller during runtime.
public MechCreator(string c, List<string> p) { coreName = c; core = Resources.Load(c, typeof(GameObject)) as GameObject; if (core == null ) { Debug.Log("null core, using default"); core = Resources.Load(defaultCore, typeof(GameObject)) as GameObject; coreName = defaultCore; } parts = new List<GameObject>(); if (p == null || p.Capacity == 0) { Debug.Log("null parts, using default"); for (int i = 0; i < defaultParts.Length; i++) { GameObject part = Resources.Load(defaultParts[i], typeof(GameObject)) as GameObject; parts.Add(part); } } else { for (int i = 0; i < p.Count; i++) { GameObject part = Resources.Load(p[i], typeof(GameObject)) as GameObject; if (part == null ) part = Resources.Load(defaultParts[i], typeof(GameObject)) as GameObject; parts.Add(part); } } animator = Resources.Load("ThirdAnimator", typeof(RuntimeAnimatorController)) as RuntimeAnimatorController; if (animator == null )Debug.Log("animator"); mechCam = Resources.Load("MechCam", typeof(GameObject)) as GameObject; if (mechCam == null )Debug.Log("MechCam"); radar = Resources.Load("Radar", typeof(GameObject)) as GameObject; if (radar == null )Debug.Log("Radar"); stitcher = new Stitcher(); }
static public int constructor(IntPtr l) { UnityEngine.RuntimeAnimatorController o; o = new UnityEngine.RuntimeAnimatorController(); pushObject(l, o); return(1); }
static int _CreateUnityEngine_AnimatorOverrideController(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.AnimatorOverrideController obj = new UnityEngine.AnimatorOverrideController(); ToLua.Push(L, obj); return(1); } else if (count == 1) { UnityEngine.RuntimeAnimatorController arg0 = (UnityEngine.RuntimeAnimatorController)ToLua.CheckObject <UnityEngine.RuntimeAnimatorController>(L, 1); UnityEngine.AnimatorOverrideController obj = new UnityEngine.AnimatorOverrideController(arg0); ToLua.Push(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.AnimatorOverrideController.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
// note: ProjectileContainers contain simple dummy values, which are // then replaced by data that's passed-in via projectile objects void Init(Weapon incoming) { weapon = incoming; weaponType = incoming.weaponType; alreadyCollided = false; iconSprite = incoming.iconSprite; title = incoming.title; damage = incoming.damage; hp = incoming.hp; rateOfAttack = incoming.rateOfAttack; spriteRenderer.sprite = incoming.carriedSprite; speed = incoming.speed; maxDistance = incoming.maxDistance; lob = incoming.lob; lobGravity = incoming.lobGravity; fadeIn = incoming.fadeIn; collider2D.enabled = true; origin = new Vector3(transform.position.x, transform.position.y, transform.position.z); // initialize animation controller if projectile is animated if (incoming.GetComponent<Weapon>().animatedProjectile) { anim = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate (Resources.Load(("Sprites/Projectiles/" + incoming.name + "_0"), typeof(RuntimeAnimatorController))); animator.runtimeAnimatorController = anim; animator.speed = .5f; } InvokeRepeating("CheckDistanceTraveled", 1, 0.3F); }
public void iniciate(Vector2 dir, Vector2 pos, RuntimeAnimatorController animController, float bulletSpd, int dmg, string weapon) { damage = dmg; direction = new Vector2(dir.x, dir.y); bulletSpeed = bulletSpd; if (dir == Vector2.up){ transform.position = pos + new Vector2(0.1f, 0.35f); transform.rotation = Quaternion.Euler(0, 0, 90); } else if (dir == Vector2.down) { transform.position = pos + new Vector2(-0.1f, -0.75f); transform.rotation = Quaternion.Euler(0, 0, 90); } else{ transform.position = pos + new Vector2(direction.normalized.x*0.5f, -0.17f); transform.rotation = Quaternion.Euler(0, 0, 0); } animator = GetComponent<Animator>(); animator.runtimeAnimatorController = animController; animator.SetBool("explode", false); //load hitSound string soundLoaderString = "Sounds/Weapon/"; string hitSoundString = weapon + "Hit"; if(Resources.Load(soundLoaderString + hitSoundString) != null) hitSound = Resources.Load(soundLoaderString + hitSoundString) as AudioClip; gameObject.SetActive(true); isActive = true; }
static int LoadAnimatorController(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { string arg0 = ToLua.CheckString(L, 1); UnityEngine.RuntimeAnimatorController o = ShibaInu.ResManager.LoadAnimatorController(arg0); ToLua.Push(L, o); return(1); } else if (count == 2) { string arg0 = ToLua.CheckString(L, 1); string arg1 = ToLua.CheckString(L, 2); UnityEngine.RuntimeAnimatorController o = ShibaInu.ResManager.LoadAnimatorController(arg0, arg1); ToLua.Push(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: ShibaInu.ResManager.LoadAnimatorController")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public AnimationExportData (Transform transform, bool useQuaternion) { t = transform; Animator ator = t.GetComponent<Animator>(); a = ator.runtimeAnimatorController; defaultAnimation = a.animationClips[0]; AnimationClipCurveData[] data = AnimationUtility.GetAllCurves (defaultAnimation, true); properties = new Hashtable(); foreach (AnimationClipCurveData d in data) { string jn = AnimationUtil.ExtractPropertyName (d.propertyName); if(!properties.ContainsKey (d.path)) properties.Add(d.path, new AnimationObject(d.path)); AnimationObject ao = (AnimationObject) properties[d.path]; AnimationProperty p = new AnimationProperty (jn, d); ao.Properties.Add(p); } }
static public int get_animationClips(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.RuntimeAnimatorController self = (UnityEngine.RuntimeAnimatorController)checkSelf(l); pushValue(l, true); pushValue(l, self.animationClips); 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 }
public void FillParameterArray(RuntimeAnimatorController animator,AnimatorControllerParameterType type){ AnimatorController animatorController = animator as AnimatorController; List<string> parameterNames = new List<string> (); if (animatorController.parameterCount > 0) { for (int i=0; i< animatorController.parameterCount; i++) { if (animatorController.GetParameter (i).type == type) { parameterNames.Add (animatorController.GetParameter (i).name); } } switch(type){ case AnimatorControllerParameterType.Bool: boolNames = parameterNames.ToArray (); break; case AnimatorControllerParameterType.Float: floatNames = parameterNames.ToArray (); break; case AnimatorControllerParameterType.Int: intNames = parameterNames.ToArray (); break; case AnimatorControllerParameterType.Trigger: triggerNames = parameterNames.ToArray (); break; } } }
void Awake() { // create empty(transform only) game object in scene with default position (0,0,0) GameObject myObj = new GameObject(); myObj.transform.position = new Vector3(0, 3, 0); // add sprite renderer component myObj.AddComponent<SpriteRenderer>(); // create texture from resource file myTexture = Resources.Load<Texture2D>("ProceduralSprite/100_px") as Texture2D; // A) store sprite > store component > assign spite to component property mySprite = Sprite.Create(myTexture, new Rect(25,25,75,75), new Vector2(0f, 0f)); SpriteRenderer myObjComponent = myObj.GetComponent<SpriteRenderer>(); myObjComponent.sprite = mySprite; // B) direct assign // myObj.GetComponent<SpriteRenderer>().sprite = Sprite.Create(myTexture, new Rect(0, 0, myTexture.width, myTexture.height), new Vector2(0.5f, 0f)); // 1)---- // load previously created animator controller as runtimeAnimationConroller myRTimeAnimator = Resources.Load<RuntimeAnimatorController>("ProceduralSprite/Cube") as RuntimeAnimatorController; // add animator component to GO and assign animator controller myObj.AddComponent<Animator>(); myObj.GetComponent<Animator>().runtimeAnimatorController = myRTimeAnimator; // 2)---- // alternative way (direct assing) // myObj.AddComponent<Animator>(); // myObj.GetComponent<Animator>().runtimeAnimatorController = Resources.Load<RuntimeAnimatorController>("ProceduralSprite/Cube") as RuntimeAnimatorController; }
void Start() { playerAnimator = GetComponentInChildren<Animator>(); if (!playerAnimator) { Debug.LogError(string.Format("Error starting PlayerHealth for {0}: Player doesn't have an animator attached", name)); } originalController = playerAnimator.runtimeAnimatorController; }
static string Generate( Controller controller, string namespaceName, string className, AccessModifier accessModifier, bool isPartial ) { var parameters = GetParameters(controller); var indent = 0; if (className == null) { className = ClassName(controller); } var hasNamespace = !string.IsNullOrWhiteSpace(namespaceName); var sb = new StringBuilder(); sb.Append(GeneratedWarning); BlankLine(sb); AddImports( sb, ref indent, nameof(System), nameof(UnityEngine), $"{nameof(ParameterType)} = UnityEngine.AnimatorControllerParameterType" ); BlankLine(sb); if (hasNamespace) { OpenNamespace(sb, ref indent, namespaceName); } { OpenClass(sb, ref indent, className, isPartial, isPartial ? null : "MonoBehaviour"); { AddConstants(sb, ref indent, parameters); BlankLine(sb); AddAnimatorField(sb, ref indent, accessModifier); BlankLine(sb); AddStart(sb, ref indent, controller.name, parameters); BlankLine(sb); AddMembers(sb, ref indent, accessModifier, parameters); BlankLine(sb); AddIsCompatible(sb, ref indent, parameters); BlankLine(sb); AddReset(sb, ref indent, controller.name); } CloseBlock(sb, ref indent); } if (hasNamespace) { CloseBlock(sb, ref indent); } return(sb.ToString()); }
static public void FastSetter(this UnityEngine.Animator o, string propertyName, UnityEngine.RuntimeAnimatorController value) { switch (propertyName) { case "runtimeAnimatorController": o.runtimeAnimatorController = value; return; } LBoot.LogUtil.Error("UnityEngine.Animator no Setter Found : " + propertyName); }
public static void CreateAnimator(GameObject root, UmaTPose umaTPose, RuntimeAnimatorController controller,bool applyRootMotion, bool animatePhysics,AnimatorCullingMode cullingMode) { umaTPose.DeSerialize(); var animator = root.AddComponent<Animator>(); animator.avatar = CreateAvatar(root, umaTPose); animator.runtimeAnimatorController = controller; animator.applyRootMotion = applyRootMotion; animator.animatePhysics = animatePhysics; animator.cullingMode = cullingMode; }
// Use this for initialization void Start() { audSource = GameObject.Find("ApplicationGlobal").GetComponent<AudioSource>(); m_light = GameObject.Find("Directional light").GetComponent<Light>(); spawnManager = GameObject.Find("SpawnManager").GetComponent<SpawnManager>(); dragon = Resources.Load<RuntimeAnimatorController>("Animations/Dragon"); dragonIce = Resources.Load<RuntimeAnimatorController>("Animations/DragonIce"); dragon2 = Resources.Load<RuntimeAnimatorController>("Animations/Dragon2"); dragon2Ice = Resources.Load<RuntimeAnimatorController>("Animations/Dragon2Ice"); }
public FireProps(Vector2 direction, Vector2 position, RuntimeAnimatorController animController, float bulletSpeed, int damage, string weapon, WeaponEnum weapEnum) { this.direction = direction; this.position = position; this.animController = animController; this.bulletSpeed = bulletSpeed; this.damage = damage; this.weapon = weapon; this.weapEnum = weapEnum; }
static public int get_animationClips(IntPtr l) { try { UnityEngine.RuntimeAnimatorController self = (UnityEngine.RuntimeAnimatorController)checkSelf(l); pushValue(l, self.animationClips); return(1); } catch (Exception e) { return(error(l, e)); } }
public static Animator CreateAnimator(UMAData umaData, UmaTPose umaTPose, RuntimeAnimatorController controller, bool applyRootMotion, bool animatePhysics, AnimatorCullingMode cullingMode) { umaTPose.DeSerialize(); var animator = umaData.umaRoot.AddComponent<Animator>(); animator.avatar = CreateAvatar(umaData, umaTPose); animator.runtimeAnimatorController = controller; animator.applyRootMotion = applyRootMotion; animator.animatePhysics = animatePhysics; animator.cullingMode = cullingMode; return animator; }
// Use this for initialization void Start() { // Set at runtime, and typcast as runtime controller. _animatorController = Resources.Load(Resource.AnimatorController) as RuntimeAnimatorController; // Actually set it to the animatorController. _animator.runtimeAnimatorController = _animatorController; // Set default values for characters for universal across _controller.center = new Vector3(0f, 1f, 0f); // Middle of player _controller.height = 1.0f; }
static public int constructor(IntPtr l) { try { UnityEngine.RuntimeAnimatorController o; o = new UnityEngine.RuntimeAnimatorController(); pushValue(l, o); return(1); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// Initialize components. /// </summary> void Start () { // Rigidbody body.mass = 100f; body.constraints = RigidbodyConstraints.FreezeRotation; // Capsule Collider col.height = 1.5f; col.center = new Vector3(0f, 0.735f, 0f); col.radius = 0.35f; // Animator animator_controller = Resources.Load(Resource.AnimatorController) as RuntimeAnimatorController; animator.runtimeAnimatorController = animator_controller; }
public void FillStateNames(RuntimeAnimatorController animator){ List<string> names = new List<string> (); int layerCount =(animator as AnimatorController).layerCount; for (int layer = 0; layer < layerCount; layer++) { StateMachine stateMachine = (animator as AnimatorController).GetLayer(layer).stateMachine; int stateCount=stateMachine.stateCount; for (int state=0;state<stateCount;state++) { names.Add(stateMachine.GetState(state).uniqueName); } } stateNames = names.ToArray (); }
public IEnumerator Init() { this.InitGlobal(); this.InitUI(); this.InitWorld(); Animations = (RuntimeAnimatorController)Resources.Load("Player/PlayerController", typeof(RuntimeAnimatorController)); if (Animations==null) ui.error("ErrorCreatePlayer", "PlayerController"); go = Util.GO.Create ( "Players", scene.transform, Util.GO.Layer.Players ); yield break; }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.RuntimeAnimatorController o; if (matchType(l, 1)) { o = new UnityEngine.RuntimeAnimatorController(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
// fields // properties static void RuntimeAnimatorController_animationClips(JSVCall vc) { UnityEngine.RuntimeAnimatorController _this = (UnityEngine.RuntimeAnimatorController)vc.csObj; var result = _this.animationClips; var arrRet = result; for (int i = 0; arrRet != null && i < arrRet.Length; i++) { JSMgr.datax.setObject((int)JSApi.SetType.SaveAndTempTrace, arrRet[i]); JSApi.moveSaveID2Arr(i); } JSApi.setArrayS((int)JSApi.SetType.Rval, (arrRet != null ? arrRet.Length : 0), true); }
public static int constructor(IntPtr l) { try { UnityEngine.RuntimeAnimatorController o; o=new UnityEngine.RuntimeAnimatorController(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.RuntimeAnimatorController o; o = new UnityEngine.RuntimeAnimatorController(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public void fire(Vector2 direction, Vector2 position, RuntimeAnimatorController animController, float bulletSpeed, int damage, string weapon) { prefabBullets[indexUsedBullet].GetComponent<Bullet>().iniciate( direction, position, animController, bulletSpeed, damage, weapon ); indexUsedBullet = (indexUsedBullet + 1) % maxBullets; }
public static int constructor(IntPtr l) { try { UnityEngine.RuntimeAnimatorController o; o=new UnityEngine.RuntimeAnimatorController(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
public void AddRitualPoint(RuntimeAnimatorController controller) { IsRitualPoint = true; var renderer = AddSprite(null); var animator = renderer.gameObject.AddComponent<Animator>(); animator.runtimeAnimatorController = controller; Action = () => { IsActivated = true; GameStatus.ActivateRitualPoint(); animator.Play("RitualActivating"); if (GameStatus.RitualPointsRemaining == 0) { GameStatus.Root.SoundPlayer.Play(GameStatus.Root.SoundBank.Happy); GameStatus.Root.SoundPlayer.Play(GameStatus.Root.SoundBank.Win); GameStatus.Root.Player.enabled = false; GameStatus.LevelsCompleted++; var portalPlain = AddSprite(GameStatus.Root.SpriteBank.PortalPlain); var portalGlow = AddSprite(GameStatus.Root.SpriteBank.PortalGlow); var rotationZ = UnityEngine.Random.Range(0f, 360f); var rotationSpeed = 100f; var scale = Vector3.one; var scaleSpeed = 4f; portalGlow.color = new Color(portalGlow.color.r, portalGlow.color.g, portalGlow.color.b, 0f); portalGlow.DOFade(1f, 2f).OnUpdate(() => { rotationZ += rotationSpeed * Time.deltaTime; scale += (Vector3.one * scaleSpeed) * Time.deltaTime; foreach (var r in new[] { portalPlain, portalGlow }) { r.transform.rotation = Quaternion.Euler(0f, 0f, rotationZ); r.transform.localScale = scale; } }).OnComplete(() => { GameStatus.Root.ExitLevel("MainGame"); }); } }; name = "Ritual Point"; }
// fields // properties static void AnimatorOverrideController_runtimeAnimatorController(JSVCall vc) { if (vc.bGet) { UnityEngine.AnimatorOverrideController _this = (UnityEngine.AnimatorOverrideController)vc.csObj; var result = _this.runtimeAnimatorController; JSMgr.datax.setObject((int)JSApi.SetType.Rval, result); } else { UnityEngine.RuntimeAnimatorController arg0 = (UnityEngine.RuntimeAnimatorController)JSMgr.datax.getObject((int)JSApi.GetType.Arg); UnityEngine.AnimatorOverrideController _this = (UnityEngine.AnimatorOverrideController)vc.csObj; _this.runtimeAnimatorController = arg0; } }
public void Init(RuntimeAnimatorController controller) { gameObject.layer = (int)Util.GO.Layer.Players; gameObject.transform.localPosition = Config.PlayerCenter; gameObject.transform.localRotation = Quaternion.identity; gameObject.transform.localScale = Config.ScaleObject; animator = gameObject.GetComponent<Animator>(); if (animator!=null && controller!=null) { animator.runtimeAnimatorController = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(controller); animator.speed = Config.AnimationSpeedWorldObjects; animator.cullingMode = AnimatorCullingMode.AlwaysAnimate; animator.applyRootMotion = false; } }
static int LoadAnimatorController(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); LuaFramework.ResourceManager obj = (LuaFramework.ResourceManager)ToLua.CheckObject <LuaFramework.ResourceManager>(L, 1); string arg0 = ToLua.CheckString(L, 2); UnityEngine.RuntimeAnimatorController o = obj.LoadAnimatorController(arg0); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int set_runtimeAnimatorController(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.AnimatorOverrideController obj = (UnityEngine.AnimatorOverrideController)o; UnityEngine.RuntimeAnimatorController arg0 = (UnityEngine.RuntimeAnimatorController)ToLua.CheckObject <UnityEngine.RuntimeAnimatorController>(L, 2); obj.runtimeAnimatorController = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index runtimeAnimatorController on a nil value")); } }
static int _CreateRuntimeAnimatorController(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { RuntimeAnimatorController obj = new RuntimeAnimatorController(); LuaScriptMgr.Push(L, obj); return 1; } else { LuaDLL.luaL_error(L, "invalid arguments to method: RuntimeAnimatorController.New"); } return 0; }
static int set_controller(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; UnityEngine.RuntimeAnimatorController arg0 = (UnityEngine.RuntimeAnimatorController)ToLua.CheckObject <UnityEngine.RuntimeAnimatorController>(L, 2); obj.controller = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index controller on a nil value")); } }
static int get_controller(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; UnityEngine.RuntimeAnimatorController ret = obj.controller; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index controller on a nil value")); } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.RuntimeAnimatorController runtimeAnimatorController = (UnityEngine.RuntimeAnimatorController)value; foreach (string property in reader.Properties) { switch (property) { case "name": runtimeAnimatorController.name = reader.ReadProperty <System.String>(); break; case "hideFlags": runtimeAnimatorController.hideFlags = reader.ReadProperty <UnityEngine.HideFlags>(); break; } } }
static int get_runtimeAnimatorController(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.AnimatorOverrideController obj = (UnityEngine.AnimatorOverrideController)o; UnityEngine.RuntimeAnimatorController ret = obj.runtimeAnimatorController; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index runtimeAnimatorController on a nil value")); } }
static int get_animationClips(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.RuntimeAnimatorController obj = (UnityEngine.RuntimeAnimatorController)o; UnityEngine.AnimationClip[] ret = obj.animationClips; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index animationClips on a nil value" : e.Message)); } }
internal static string GenerateFromController( Controller controller, string namespaceName, string className, AccessModifier accessModifier, bool isPartial ) { Assert(controller != null, $"{nameof(controller)} == null"); Assert(className != null, $"{nameof(className)} == null"); return(Generate( controller, namespaceName, className, accessModifier, isPartial )); }
static Parameter[] GetParameters(Controller controller) { var gameObject = new GameObject() { hideFlags = HideFlags.HideAndDontSave }; try { var animator = gameObject.AddComponent <Animator>(); animator.runtimeAnimatorController = controller; return(animator.parameters); } finally { if (gameObject != null) { GameObject.DestroyImmediate(gameObject); } } }
public static Animator CreateAnimator(UMAData umaData, UmaTPose umaTPose, RuntimeAnimatorController controller, bool applyRootMotion, bool animatePhysics, AnimatorCullingMode cullingMode) { var animator = umaData.umaRoot.AddComponent<Animator>(); switch (umaData.umaRecipe.raceData.umaTarget) { case RaceData.UMATarget.Humanoid: umaTPose.DeSerialize(); animator.avatar = CreateAvatar(umaData, umaTPose); break; case RaceData.UMATarget.Generic: animator.avatar = CreateGenericAvatar(umaData); break; } animator.runtimeAnimatorController = controller; animator.applyRootMotion = applyRootMotion; animator.animatePhysics = animatePhysics; animator.cullingMode = cullingMode; return animator; }
// Update is called once per frame void Update () { if(player_1 == null){ player_1 = GameObject.Find("Player1").GetComponent<Player1>(); } if(player_2 == null){ player_2 = GameObject.Find("Player2").GetComponent<Player2>(); } if(anim1 == null){ // Load player 1's character (default = Dennis) if(savedSelections.selected_p1 == "S. Racks"){ anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SRacks", typeof(RuntimeAnimatorController))); }else if(savedSelections.selected_p1 == "SH1-V4"){ anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SH1V4", typeof(RuntimeAnimatorController))); }else if(savedSelections.selected_p1 == "Colonel Topspin"){ anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/ColonelTopspin", typeof(RuntimeAnimatorController))); }else{ anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/Dennis", typeof(RuntimeAnimatorController))); } }else{ // Set the animator controller player_1._animator.runtimeAnimatorController = anim1; } if(anim2 == null){ // Load player 2's character (default = S. Racks) if(savedSelections.selected_p2 == "Dennis"){ anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/Dennis", typeof(RuntimeAnimatorController))); }else if(savedSelections.selected_p2 == "SH1-V4"){ anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SH1V4", typeof(RuntimeAnimatorController))); }else if(savedSelections.selected_p2 == "Colonel Topspin"){ anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/ColonelTopspin", typeof(RuntimeAnimatorController))); }else{ anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SRacks", typeof(RuntimeAnimatorController))); } }else{ // Set the animator controller player_2._animator.runtimeAnimatorController = anim2; } }
public IEnumerator RunDialog(RuntimeAnimatorController[] protagonist, DialogEntry[] dialogLine, System.Action<bool> callback) { dialogUI.SetActive (true); standardUI.SetActive (false); int currentLine = 0; Image leftSprite = leftPortrait.GetComponent<Image> (); Image rightSprite = rightPortrait.GetComponent<Image> (); Color leftColor = leftSprite.color; Color rightColor = rightSprite.color; // Initialisation leftPortrait.runtimeAnimatorController = protagonist [dialogLine [currentLine].numCharacter]; rightPortrait.runtimeAnimatorController = protagonist [dialogLine [currentLine].numCharacter]; // Tant qu'on n'a pas atteint la fin du dialogue, on défile while (currentLine < dialogLine.Length) { dialogText.text = dialogLine [currentLine].textLine; if (dialogLine [currentLine].portraitPosition == DialogEntry.PortraitPosition.left) { rightColor.a = 0.25f; rightSprite.color = rightColor; leftColor.a = 1; leftSprite.color = leftColor; leftPortrait.runtimeAnimatorController = protagonist [dialogLine [currentLine].numCharacter]; leftPortrait.enabled = true; rightPortrait.enabled = false; } else if (dialogLine [currentLine].portraitPosition == DialogEntry.PortraitPosition.right) { rightColor.a = 1; rightSprite.color = rightColor; leftColor.a = 0.25f; leftSprite.color = leftColor; rightPortrait.runtimeAnimatorController = protagonist [dialogLine [currentLine].numCharacter]; rightPortrait.enabled = true; leftPortrait.enabled = false; } // Si on appuie sur une touche, on affiche l'entrée suivante if (Input.GetMouseButtonDown (0)) currentLine++; yield return null; } dialogUI.SetActive (false); standardUI.SetActive (true); callback (true); }
public void setAnimationController(RuntimeAnimatorController rac) { rac.animationClips[0].wrapMode = WrapMode.Once; this.Animator.runtimeAnimatorController = rac; }
// General purpose generation. static string ClassName(Controller controller) { return(controller.name); }
public AnimationExportData (Transform transform, bool useQuaternion, float samplesPerSec) { t = transform; Animator ator = t.GetComponent<Animator>(); a = ator.runtimeAnimatorController; samplingRate = 1.0f / samplesPerSec; defaultAnimation = a.animationClips[0]; AnimationClipCurveData[] data = AnimationUtility.GetAllCurves (defaultAnimation, true); properties = new Hashtable(); Debug.Log(data); /* foreach (AnimationClipCurveData d in data) { string un = d.propertyName; string jn = AnimationUtil.ExtractPropertyName (un); bool doExport = AnimationUtil.CheckForEulerHint (un); //Debug.Log ("Property: " + un + " as " + jn + " is exported " + doExport); AnimationProperty p = new AnimationProperty (jn); numSamples = 0; for (float i = 0; i <= defaultAnimation.length; i += samplingRate) { p.Samples.Add(d.curve.Evaluate(i)); numSamples++; } if (doExport) properties.Add (jn, p); } for(int i = 0; i < numSamples; i++) { if(properties.ContainsKey("pz")) { float px = ( (AnimationProperty) properties["px"] ).Samples[i]; float py = ( (AnimationProperty) properties["py"] ).Samples[i]; float pz = ( (AnimationProperty) properties["pz"] ).Samples[i]; pz = -pz; ( (AnimationProperty) properties["px"] ).SamplesEx.Add ( px.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["py"] ).SamplesEx.Add ( py.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["pz"] ).SamplesEx.Add ( pz.ToString (ExporterProps.LN) ); } if(properties.ContainsKey("rx")) { Quaternion r = new Quaternion(); r.x = ( (AnimationProperty) properties["rx"] ).Samples[i]; r.y = ( (AnimationProperty) properties["ry"] ).Samples[i]; r.z = -( (AnimationProperty) properties["rz"] ).Samples[i]; r.w = ( (AnimationProperty) properties["rw"] ).Samples[i]; r = Conversions.NormalizeQuaternion(r); if(!useQuaternion) { Vector3 e = Conversions.SwitchRotation(r); ( (AnimationProperty) properties["rx"] ).SamplesEx.Add ( e.x.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["ry"] ).SamplesEx.Add ( e.y.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["rz"] ).SamplesEx.Add ( e.z.ToString (ExporterProps.LN) ); } else { ( (AnimationProperty) properties["rx"] ).SamplesEx.Add ( r.x.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["ry"] ).SamplesEx.Add ( r.y.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["rz"] ).SamplesEx.Add ( r.z.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["rw"] ).SamplesEx.Add ( r.w.ToString (ExporterProps.LN) ); } */ /* Vector3 r = new Vector3(); r.x = ( (AnimationProperty) properties["rx"] ).Samples[i]; r.y = ( (AnimationProperty) properties["ry"] ).Samples[i]; r.z = ( (AnimationProperty) properties["rz"] ).Samples[i]; ( (AnimationProperty) properties["rx"] ).SamplesEx.Add ( r.x.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["ry"] ).SamplesEx.Add ( r.y.ToString (ExporterProps.LN) ); ( (AnimationProperty) properties["rz"] ).SamplesEx.Add ( r.z.ToString (ExporterProps.LN) ); */ // } }
// upon recycling, clear previous references and fade gameObject to zero void OnDisable() { anim = null; weapon = null; animator.runtimeAnimatorController = null; spriteRenderer.sprite = null; CancelInvoke(); MFX.Fade(spriteRenderer, 0f, 0f, 0f); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.RuntimeAnimatorController runtimeAnimatorController = (UnityEngine.RuntimeAnimatorController)value; writer.WriteProperty("name", runtimeAnimatorController.name); writer.WriteProperty("hideFlags", runtimeAnimatorController.hideFlags); }
public void DestroyControllerInstance(RuntimeAnimatorController insController_) { UtilApi.Destroy(insController_); }
public RuntimeAnimatorController InstantiateController() { m_insController = UtilApi.Instantiate(m_controller.m_animatorController) as RuntimeAnimatorController; return m_insController; }
/// <summary> /// Initialize the swapping animation for the button /// </summary> private void initializeSwapAnimations() { m_SwapAnimator = Resources.Load("RunTimeAnimations/SwapAnimation/" + Enum.GetName(typeof(eAnimationSkin), LevelManager.manager.AnimationSkin)) as RuntimeAnimatorController; }