本文整理汇总了C#中AnimationState类的典型用法代码示例。如果您正苦于以下问题:C# AnimationState类的具体用法?C# AnimationState怎么用?C# AnimationState使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
AnimationState类属于命名空间,在下文中一共展示了AnimationState类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Start
// Use this for initialization
void Start()
{
m_RootRef = gameObject;
m_TransformRef = new TransformCache(m_RootRef.transform);
m_ScaleFactor = (-m_RootRef.transform.localScale.x) / m_RootRef.transform.localScale.x;
m_State = AnimationState.Idle;
}
开发者ID:NDark,项目名称:crushpiec,代码行数:8,代码来源:TransformAnimation.cs
示例2: OnEnable
void OnEnable()
{
MyAnimation = MyTransform.GetComponent<Animation>();
MyAnimation.wrapMode = MyWarpMode;
MyAnimationState = MyAnimation[MyAnimation.animation.clip.name];
MyAnimationStateTime = 0.0f;
}
开发者ID:BBJV,项目名称:camachi,代码行数:7,代码来源:MyPlayAnimation.cs
示例3: Animator
/// <summary>
/// Constructor that specifies a starting state for the animation
/// </summary>
/// <param name="startingState">Only Showing or Hiding should be used</param>
public Animator(UserControl animateControl, AnimationState startingState)
{
InitializeTimer();
animatedControl = animateControl;
state = startingState;
tmrAnimate.Start();
}
开发者ID:WillVandergrift,项目名称:Carputer,代码行数:11,代码来源:Animator.cs
示例4: ChangeAnimationState
public void ChangeAnimationState(AnimationState _NextState, float _DelayTime, bool _RestoreTransform = false)
{
if (m_NextState != _NextState) {
m_NextState = _NextState;
StartCoroutine(PerformChangeAnimationState(_NextState, _DelayTime, _RestoreTransform));
}
}
开发者ID:NDark,项目名称:crushpiec,代码行数:7,代码来源:TransformAnimation.cs
示例5: Start
// Use this for initialization
void Start()
{
animation.Stop();
// By default loop all animations
animation.wrapMode = WrapMode.Loop;
// Jump animation are in a higher layer:
// Thus when a jump animation is playing it will automatically override all other animations until it is faded out.
// This simplifies the animation script because we can just keep playing the walk / run / idle cycle without having to spcial case jumping animations.
int jumpingLayer = 1;
AnimationState jump = animation["jump"];
jump.layer = jumpingLayer;
jump.speed *= jumpAnimationSpeedModifier;
jump.wrapMode = WrapMode.Once;
AnimationState jumpFall = animation["jumpFall"];
jumpFall.layer = jumpingLayer;
jumpFall.wrapMode = WrapMode.ClampForever;
AnimationState jumpLand = animation["jumpLand"];
jumpLand.layer = jumpingLayer;
jumpLand.speed *= jumpLandAnimationSpeedModifier;
jumpLand.wrapMode = WrapMode.Once;
//AnimationState buttStomp = animation["buttStomp"];
run = animation["run"];
run.speed *= runAnimationSpeedModifier;
AnimationState walk = animation["walk"];
walk.speed *= walkAnimationSpeedModifier;
}
开发者ID:NemOry,项目名称:EscapeTheNemories,代码行数:34,代码来源:TimothyAnimation.cs
示例6: Update
public virtual void Update(GameTime gameTime)
{
//_Sprite.Update(gameTime);
if (_AnimationState == AnimationState.Waiting)
{
if (_AnimationDelayCount >= _AnimationDelayInterval)
PreAnimation();
}
else if (_AnimationState == AnimationState.Animate)
{
StartSiblingAnimations(FireTime.AtStart);
if (_AnimationDelayCount < _AnimationDelayInterval)
_AnimationDelayCount += gameTime.ElapsedGameTime.Milliseconds;
else
{
if (_AnimationCount < _AnimationInterval)
{
_AnimationCount = MathHelper.Clamp(_AnimationCount + gameTime.ElapsedGameTime.Milliseconds, 0, _AnimationInterval);
AnimationLogic();
}
else
{
PostAnimation();
_AnimationState = AnimationState.End;
StartSiblingAnimations(FireTime.AtEnd);
}
}
}
}
开发者ID:Toan-Anh,项目名称:Triple-Triad,代码行数:30,代码来源:SpriteAnimation_Base.cs
示例7: CrossfadeAnimation
//
public void CrossfadeAnimation(AnimationState state, float fadeTime)
{
// ** This function is exactly like the Unity Animation.Crossfade() method
//
if (currentState == state)
return;
animationFadeTime = fadeTime;
for (int i = 0; i < fadingStates.Count; i++) {
if (state.name == fadingStates[i].name) {
fadingStates.RemoveAt (i);
if (currentState != null)
fadingStates.Add (currentState);
currentState = state;
return;
}
}
//
if (currentState != null)
fadingStates.Add (currentState);
//
currentState = state;
currentState.weight = 0;
currentState.time = currentStateTime = 0;
currentState.enabled = true;
//
}
开发者ID:VirsixInc,项目名称:VRCubeSword,代码行数:28,代码来源:AnimationController.cs
示例8: Update
void Update()
{
if (Input.GetButton("Fire3"))
{
animationState = AnimationState.Falling;
}
switch (animationState)
{
case AnimationState.NotAnimated:
break;
case AnimationState.Falling:
FallDown();
break;
case AnimationState.LayingDown:
float vertical = CrossPlatformInputManager.GetAxis("Vertical");
if (vertical != 0)
{
animationState = AnimationState.GettingUp;
}
break;
case AnimationState.GettingUp:
GetUp();
break;
default:
break;
}
}
开发者ID:LeSphax,项目名称:Only-two-options,代码行数:27,代码来源:Falling.cs
示例9: OnStateAnimationChange
public void OnStateAnimationChange(AnimationState previousState, AnimationState actualState)
{
bool change = false;
switch (actualState) {
case AnimationState.WALK:
case AnimationState.CHASE:
case AnimationState.RUN_AWAY:
if (settedFX) break;
settedFX = true;
change = true;
break;
default:
if (!settedFX) break;
settedFX = false;
change = true;
break;
}
if (change) {
foreach (ParticleSystem system in walkingFX.GetComponentsInChildren<ParticleSystem>()) {
ParticleSystem.EmissionModule emission = system.emission;
emission.enabled = settedFX;
}
}
}
开发者ID:MaturuturuStudios,项目名称:Drop,代码行数:26,代码来源:AntParticles.cs
示例10: Start
// Use this for initialization
void Start()
{
mOctopusAnim = GetComponent<Animator>();
mOctopusAnim.SetFloat(mBlendTree, 1.0f);
mRandomRange = Random.Range(minAttackTime, maxAttackTime);
mAnimState = AnimationState.Idle;
}
开发者ID:CenzyGames,项目名称:Save-your-date-new,代码行数:8,代码来源:OctopusScr.cs
示例11: Update
// Update is called once per frame
void Update()
{
if (Input.GetAxis("Horizontal")>0)
{
animationState=AnimationState.walkRight;
currentIdleTime=0.0f;
startIdleTime=true;
}
else if (Input.GetAxis("Horizontal")<0)
{
animationState=AnimationState.walkLeft;
currentIdleTime=0.0f;
startIdleTime=true;
}
else if (Input.GetAxis("Vertical")>0)
{
animationState=AnimationState.walkBack;
currentIdleTime=0.0f;
startIdleTime=true;
}
else if (Input.GetAxis("Vertical")<0)
{
animationState=AnimationState.walkFront;
currentIdleTime=0.0f;
startIdleTime=true;
}
if (startIdleTime)
{
UpdateToIdleAnimations();
}
UpdateAnimation();
}
开发者ID:BigBearGCU,项目名称:MazeJ4C,代码行数:33,代码来源:AnimatedPlayer.cs
示例12: Initialise
protected void Initialise()
{
// The Animation Controller feeds on AnimationStates. You've got to assign your animations to variables so that you can call them from the controller
//
GetComponent<Animation>()["Attack1"].speed = 2.0f;
GetComponent<Animation>()["Attack2"].speed = 2.0f;
//
//
animationAttack1Anticipation = GetComponent<Animation>()["Attack1Anticipation"];
animationAttack1 = GetComponent<Animation>()["Attack1"];
//
animationAttack2Anticipation = GetComponent<Animation>()["Attack2Anticipation"];
animationAttack2 = GetComponent<Animation>()["Attack2"];
animationAttack3 = GetComponent<Animation>()["WhirlwindAttack"];
//
animationWhirlwind = GetComponent<Animation>()["Whirlwind"];
animationIdle = GetComponent<Animation>()["Idle"];
animationIdle.speed = 0.4f;
animationRespawn = GetComponent<Animation>()["Resurection"];
animationRespawn.speed = 0.8f;
animationAttack3.speed = 0.8f;
//
leftSwipe.SetTime (0.0f, 0, 1);
rightSwipe.SetTime (0.0f, 0, 1);
//
}
开发者ID:VirsixInc,项目名称:VRCubeSword,代码行数:26,代码来源:BladeMaster.cs
示例13: GetAnimationState
public void GetAnimationState(Entity entity)
{
Entity = entity;
State = Entity.GetAnimationState(StateName);
State.Loop = Loop;
State.Weight = 0;
}
开发者ID:janPierdolnikParda,项目名称:RPG,代码行数:7,代码来源:Anim.cs
示例14: LoadAnimations
private void LoadAnimations()
{
walkAnimationList = Resources.LoadAll<Sprite>("DwarfWalk").ToList();
otherAnimationList = Resources.LoadAll<Sprite>("DwarfOther").ToList();
spriteDirection = SpriteDirection.Down;
animationState = AnimationState.IdleDown;
}
开发者ID:tdonlan,项目名称:SpriteAnimationTest,代码行数:8,代码来源:PlayerController.cs
示例15: Animation
public Animation (IAnimationDrawer drawer, uint duration, Easing easing, Blocking blocking)
{
this.Drawer = drawer;
this.Duration = duration;
this.Easing = easing;
this.Blocking = blocking;
this.AnimationState = AnimationState.Coming;
}
开发者ID:Kalnor,项目名称:monodevelop,代码行数:8,代码来源:Animation.cs
示例16: Start
void Start()
{
state = AnimationState.IDLE;
status = Status.NOT_FOUND;
// RunTowards (new Vector3(transform.position.x +10f, transform.position.y, transform.position.z));
}
开发者ID:TomAlanCarroll,项目名称:agent-search-and-rescue,代码行数:8,代码来源:SoldierController.cs
示例17: Attacking
public void Attacking(Actor self, Target target)
{
State = AnimationState.Attacking;
if (anim.HasSequence("shoot"))
anim.PlayThen("shoot", () => State = AnimationState.Idle);
else if (anim.HasSequence("heal"))
anim.PlayThen("heal", () => State = AnimationState.Idle);
}
开发者ID:patthoyts,项目名称:OpenRA,代码行数:8,代码来源:RenderInfantry.cs
示例18: Start
// Use this for initialization
void Start()
{
walk = animation["walking"];
foreach (AnimationState state in animation)
{
state.speed = 4f;
}
}
开发者ID:BlueHexagon,项目名称:Vamp,代码行数:9,代码来源:AnimationTest.cs
示例19: Start
void Start()
{
lifeValue = life.getBloodValue();
life.addBloodValueChangeCallback(lifeChangedCall);
fire1AnimationState = myAnimation["fire1"];
fire2AnimationState = myAnimation["fire2"];
}
开发者ID:Seraphli,项目名称:TheInsectersWar,代码行数:8,代码来源:ShieldPismireLifeChanged.cs
示例20: setAnimationState
// set current animation and restart if it's a different animation
public void setAnimationState(AnimationState animation)
{
if (currentAnimation != animation)
{
currentAnimation = animation;
animationStateTime = 0;
}
}
开发者ID:jusjoo,项目名称:vauhtihyppely-2,代码行数:9,代码来源:SpriteAnimator.cs
注:本文中的AnimationState类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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