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C# UnityEngine.Animator类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中UnityEngine.Animator的典型用法代码示例。如果您正苦于以下问题:C# Animator类的具体用法?C# Animator怎么用?C# Animator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。



Animator类属于UnityEngine命名空间,在下文中一共展示了Animator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: Awake

 void Awake()
 {
     m_myRigid = GetComponent<Rigidbody>();
     m_anim = GetComponent<Animator>();
     m_shipStates = GetComponent<StateManager>();
     m_passTray = GetComponentInChildren<PassengerTray>();
 }
开发者ID:patferguson,项目名称:Storms-Project,代码行数:7,代码来源:AirshipDyingBehaviour.cs


示例2: OnEnter

		public override void OnEnter()
		{
			// get the animator component
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			
			if (go==null)
			{
				Finish();
				return;
			}
			
			_animator = go.GetComponent<Animator>();
			
			if (_animator==null)
			{
				Finish();
				return;
			}
			
			_locomotion = new Locomotion(_animator);
			
			SetLocomotion();
			
			if (!everyFrame) 
			{
				Finish();
			}
		}
开发者ID:shaunus84,项目名称:through-shadows,代码行数:28,代码来源:DoLocomotion.cs


示例3: OnEnter

		public override void OnEnter()
		{
			// get the animator component
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			
			if (go==null)
			{
				Finish();
				return;
			}
			
			_animator = go.GetComponent<Animator>();
			
			if (_animator==null)
			{
				Finish();
				return;
			}
			
			_animatorProxy = go.GetComponent<PlayMakerAnimatorMoveProxy>();
			if (_animatorProxy!=null)
			{
				_animatorProxy.OnAnimatorMoveEvent += OnAnimatorMoveEvent;
			}
			
			
			DoCheckPivot();
			
			if (!everyFrame)
			{
				Finish();
			}
		}
开发者ID:SpacesAdventure,项目名称:Kio-2,代码行数:33,代码来源:GetAnimatorPivot.cs


示例4: OnEnter

        public override void OnEnter()
        {
            // get the animator component
            var go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (go==null)
            {
                Finish();
                return;
            }

            _animator = go.GetComponent<Animator>();

            if (_animator==null)
            {
                Finish();
                return;
            }

            GameObject _goal = goal.Value;
            if (_goal!=null)
            {
                _transform = _goal.transform;
            }

            DoGetIKGoal();

            if (!everyFrame)
            {
                Finish();
            }
        }
开发者ID:yulcat,项目名称:GameCamp,代码行数:32,代码来源:GetAnimatorIKGoal.cs


示例5: OnEnter

		public override void OnEnter()
		{
			// get the animator component
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			
			if (go==null)
			{
				Finish();
				return;
			}
			
			_animator = go.GetComponent<Animator>();
			
			if (_animator==null)
			{
				Finish();
				return;
			}
			
			DoLayerWeight();
			
			if (!everyFrame) 
			{
				Finish();
			}
		}
开发者ID:SpacesAdventure,项目名称:Kio-2,代码行数:26,代码来源:SetAnimatorLayerWeight.cs


示例6: OnEnter

        public override void OnEnter()
        {
            // get the animator component
            var go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (go==null)
            {
                Finish();
                return;
            }

            _animator = go.GetComponent<Animator>();

            if (_animator==null)
            {
                Finish();
                return;
            }

            // get hash from the param for efficiency:
            _paramID = Animator.StringToHash(parameter.Value);

            GetParameter();

            if (!everyFrame)
            {
                Finish();
            }
        }
开发者ID:ChetahPangestu,项目名称:MajorProjectReveal,代码行数:29,代码来源:GetAnimatorFloat.cs


示例7: Awake

 private void Awake()
 {
     // Setting up references.
        groundCheck = transform.Find("GroundCheck");
        ceilingCheck = transform.Find("CeilingCheck");
     anim = GetComponent<Animator>();
 }
开发者ID:kahojon,项目名称:InfiniteSidescroller,代码行数:7,代码来源:PlatformerCharacter2D.cs


示例8: Start

        public void Start()
        {
            animator = GetComponent<Animator>();

            highscore = ProgressManager.GetProgress().highscores.Find(x => x.levelId == id);
            if (highscore != null && highscore.starCount > 0)
            {
                starScore = highscore.starCount;
            }
            else
            {
                starScore = 0;
            }

            Main.onSceneChange.AddListener(SceneChanged);

            Highscore.onStarChange.AddListener(HighscoreStarChanged);

            UpdateUILevel();

            if (createdByLevelswitch)
                animator.SetTrigger("levelswitch");
            else
                animator.SetTrigger("fadein");
        }
开发者ID:Badeye,项目名称:impulse,代码行数:25,代码来源:UILevel.cs


示例9: Start

        void Start()
        {
            anim	= gameObject.GetComponent<Animator>();

            Animations	= anim.runtimeAnimatorController.animationClips;
            Animations	= Animations.Where((animation) => animation.name.Contains("@sd_")).OrderBy((animation) => animation.name).ToArray();
        }
开发者ID:Thaina,项目名称:UnityChanSD,代码行数:7,代码来源:FaceUpdate.cs


示例10: OnEnter

		// Code that runs on entering the state.
		public override void OnEnter()
		{
			
			// get the animator component
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			
			if (go==null)
			{
				Finish();
				return;
			}
			_agent = go.GetComponent<NavMeshAgent>();
			
			
			_animator = go.GetComponent<Animator>();
			
			if (_animator==null)
			{
				Finish();
				return;
			}
			
			_trans = go.transform;
			
			_animatorProxy = go.GetComponent<PlayMakerAnimatorMoveProxy>();
			if (_animatorProxy!=null)
			{
				_animatorProxy.OnAnimatorMoveEvent += OnAnimatorMoveEvent;
			}
	
		}
开发者ID:SpacesAdventure,项目名称:Kio-2,代码行数:32,代码来源:NavMeshAgentAnimatorSynchronizer.cs


示例11: OnEnter

 public override void OnEnter()
 {
     GameObject ownerDefaultTarget = base.Fsm.GetOwnerDefaultTarget(this.gameObject);
     if (ownerDefaultTarget == null)
     {
         base.Finish();
         return;
     }
     this._animator = ownerDefaultTarget.GetComponent<Animator>();
     if (this._animator == null)
     {
         base.Finish();
         return;
     }
     this._animatorProxy = ownerDefaultTarget.GetComponent<PlayMakerAnimatorIKProxy>();
     if (this._animatorProxy != null)
     {
         this._animatorProxy.OnAnimatorIKEvent += new Action<int>(this.OnAnimatorIKEvent);
     }
     else
     {
         Debug.LogWarning("This action requires a PlayMakerAnimatorIKProxy. It may not perform properly if not present.");
     }
     GameObject value = this.goal.Value;
     if (value != null)
     {
         this._transform = value.transform;
     }
     this.DoSetIKGoal();
     if (!this.everyFrame)
     {
         base.Finish();
     }
 }
开发者ID:GameDiffs,项目名称:TheForest,代码行数:34,代码来源:SetAnimatorIKGoal.cs


示例12: OnEnter

		public override void OnEnter()
		{
			// get the animator component
			var go = Fsm.GetOwnerDefaultTarget(gameObject);
			
			if (go==null)
			{
				Finish();
				return;
			}
			
			_animator = go.GetComponent<Animator>();
			
			if (_animator==null)
			{
				Finish();
				return;
			}
			
			GameObject targetGo = transform.Value;
			
			if (targetGo==null)
			{
				Finish();
				return;
			}
				
			_transform = targetGo.transform;
			
			DoCheckIsControlled();
			
			Finish();
			
		}
开发者ID:hazzed,项目名称:Smackitball-the-game-,代码行数:34,代码来源:GetAnimatorIsControlled.cs


示例13: Start

        // Use this for initialization
        void Start()
        {
            animator = GetComponent<Animator>();

            GetNickname ();
            camera = FindObjectOfType<CameraControllerMainMenu>();
        }
开发者ID:Kundara,项目名称:project1,代码行数:8,代码来源:MainMenu.cs


示例14: Awake

        private bool m_FacingRight = true;  // For determining which way the player is currently facing.

        private void Awake()
        {
            // Setting up references.
            m_GroundCheck = transform.Find("GroundCheck");
            m_Anim = GetComponent<Animator>();
            m_Rigidbody2D = GetComponent<Rigidbody2D>();
        }
开发者ID:flatlineteam,项目名称:CartoonNetworkJam-Zer0,代码行数:9,代码来源:PlatformerCharacter2D.cs


示例15: OnStart

 public override void OnStart()
 {
     GetComponent<Animator> ().Play ("hurt");
     animator = GetComponent<Animator> ();
     tree = GetComponent<BehaviorTree> ();
     hurted = (SharedBool)tree.GetVariable ("hurted");
 }
开发者ID:wishes2018,项目名称:UnityGame,代码行数:7,代码来源:Hurt.cs


示例16: HeroState

 public HeroState(FSM fsm)
     : base(fsm)
 {
     Hero = (HeroMotion)fsm;
     animator = gameObject.GetComponent<Animator>();
     InputManager = gameObject.GetComponent<InputManager>();
 }
开发者ID:ZeroXFive7,项目名称:NextGenPlatformer,代码行数:7,代码来源:HeroState.cs


示例17: Start

        // Use this for initialization
        void Start()
        {
            var observableUpdate = GetComponent<ObservableUpdateTrigger>();
            var observableFixedUpdate = GetComponent<ObservableFixedUpdateTrigger>();

            if (observableUpdate == null)
            {
                observableUpdate = gameObject.AddComponent<ObservableUpdateTrigger>();
            }

            if (observableFixedUpdate == null)
            {
                observableFixedUpdate = gameObject.AddComponent<ObservableFixedUpdateTrigger>();
            }

            animator = GetComponentInChildren<Animator>();

            pause.OnPauseEnterAsObservable()
                .Subscribe(_ =>
                {
                    observableUpdate.enabled = false;
                    observableFixedUpdate.enabled = false;
                    animator.enabled = false;
                });

            pause.OnPauseExitAsObservable()
                .Subscribe(_ =>
                {
                    observableUpdate.enabled = true;
                    observableFixedUpdate.enabled = true;
                    animator.enabled = true;
                });
        }
开发者ID:MAX-eipi,项目名称:NOBOTTOWER,代码行数:34,代码来源:PlayerPause.cs


示例18: Start

        // Use this for initialization
        void Start()
        {
            animator = GetComponent<Animator>();
            blur = GetComponent<Blur>();

            int min = 0;
            int max = 5;
            float time = 0.1f;

            pause.OnPauseEnterAsObservable()
                .Subscribe(_ => iTween.ValueTo(gameObject,
                     iTween.Hash(
                         "from", min,
                         "to", max,
                         "time", time,
                         "onupdate", "OnUpdateOnPauseTransition",
                         "onstart", "OnStartOnPauseEnter")));
            //  .Subscribe(_ => animator.SetBool("isPausing", true));

            pause.OnPauseExitAsObservable()
                .Subscribe(_ => iTween.ValueTo(gameObject,
                    iTween.Hash(
                        "from", max,
                        "to", min,
                        "time", time,
                        "onupdate", "OnUpdateOnPauseTransition",
                        "oncomplete", "OnCompleteOnPauseExit")));
            //  .Subscribe(_ => animator.SetBool("isPausing", false));
        }
开发者ID:MAX-eipi,项目名称:NOBOTTOWER,代码行数:30,代码来源:CameraPause.cs


示例19: Start

		private void Start() {
			_rigidbody = GetComponent<Rigidbody>();
			_animator = GetComponent<Animator>();

			// Automatically rotate player to initial direction
			if (_facingRight) {
				transform.rotation = _rightRotation;
				_rotationAmount = +1.0f;
			}
			else {
				transform.rotation = _leftRotation;
				_rotationAmount = -1.0f;
			}

			var virtualJoystickGameObject = GameObject.Find("Virtual Joystick");
			if (virtualJoystickGameObject != null) {
				virtualJoystick = virtualJoystickGameObject.GetComponent<HatGuyJoystick>();
				virtualButton = virtualJoystickGameObject.GetComponent<HatGuyTouchButton>();
			}

#if !(UNITY_IPHONE || UNITY_ANDROID)
			// Virtual joystick not needed for non-touch devices!
			if (virtualJoystick != null)
				Destroy(virtualJoystick.gameObject);
#endif
		}
开发者ID:Quantarium-Studios,项目名称:Gem_Hunter,代码行数:26,代码来源:HatGuyCharacterController.cs


示例20: Awake

 //===================================================
 // UNITY METHODS
 //===================================================
 /// <summary>
 /// Awake.
 /// </summary>
 void Awake()
 {
     health = GetComponent<Health>();
     hitFlash = GetComponent<HitFlash>();
     startingHealth = health.HealthValue;
     a = footman.GetComponent<Animator>();
 }
开发者ID:hadeszs,项目名称:TowerDefence-orign,代码行数:13,代码来源:Enemy.cs



注:本文中的UnityEngine.Animator类示例由纯净天空整理自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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