本文整理汇总了C#中AnimationState.AddTime方法的典型用法代码示例。如果您正苦于以下问题:C# AnimationState.AddTime方法的具体用法?C# AnimationState.AddTime怎么用?C# AnimationState.AddTime使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AnimationState
的用法示例。
在下文中一共展示了AnimationState.AddTime方法的4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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Derpy
public Derpy(ThingBlock block, ThingDefinition def)
: base(block, def)
{
bodyComponent = ModelComponents[0];
flagComponent = ModelComponents[1];
startLightComponent = ModelComponents[2];
bodyFacing = new Euler(0, 0, 0);
neckFacing = new Euler(0, 0, 0);
Skeleton skeleton = bodyComponent.Entity.Skeleton;
skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE;
blinkState = bodyComponent.Entity.GetAnimationState("Blink2");
blinkState.Enabled = true;
blinkState.Loop = true;
blinkState.Weight = 1f;
blinkState.AddTime(ID);
neckBone = skeleton.GetBone("Neck");
neckBone.SetManuallyControlled(true);
foreach (var state in bodyComponent.Entity.AllAnimationStates.GetAnimationStateIterator())
{
// don't add a blend mask to the blink state because we'll make a different one for it
if (state == blinkState)
continue;
state.CreateBlendMask(skeleton.NumBones);
state.SetBlendMaskEntry(neckBone.Handle, 0f);
}
neckBone.InheritOrientation = false;
blinkState.CreateBlendMask(skeleton.NumBones, 0f);
ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowBottom.R").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowTop.L").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowBottom.L").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
LKernel.GetG<AnimationManager>().Add(blinkState);
interpNode = LKernel.GetG<SceneManager>().RootSceneNode.CreateChildSceneNode("DerpyInterpNode" + ID, Vector3.ZERO);
anim = DerpyAnimation.Hover1;
}
示例2: Update
public override void Update()
{
walkAnim = Entity.GetAnimationState("WALK");
idleAnim = Entity.GetAnimationState("IDLE");
attackAnim = Entity.GetAnimationState("ATTACK");
deadAnim = Entity.GetAnimationState("DEAD");
Tree.e_Visit(this);
if (Statistics.aktualnaZywotnosc <= 0)
State = StateTypes.DEAD;
double Distance = Engine.Distance(Position, Engine.Singleton.HumanController.Character.Position);
Distance = System.Math.Abs(Distance);
if (Distance <= _ZasiegWzroku && State != StateTypes.DEAD)
{
PredicateRaycast raycast = new PredicateRaycast((b => !(b.UserData is TriggerVolume)));
raycast.Go(Engine.Singleton.NewtonWorld, Position + Profile.HeadOffset, Engine.Singleton.HumanController.Character.Position);
if (raycast.Contacts.Count <= 1)
{
isSeen = true;
TurnTo(Engine.Singleton.HumanController.Character.Position);
}
else
isSeen = false;
}
if (Distance <= _ZasiegOgolny)
{
isReachable = true;
}
else
isReachable = false;
if ((isReachable == true) && Distance > Profile.DystansKontaktu && State != StateTypes.DEAD && FriendlyType == Character.FriendType.ENEMY)
{
Engine.Singleton.CurrentLevel.navMesh.AStar(Position, Engine.Singleton.HumanController.Character.Position);
if (Engine.Singleton.CurrentLevel.navMesh.TriPath.Count > 1)
{
Engine.Singleton.CurrentLevel.navMesh.GetPortals();
WalkPath = Engine.Singleton.CurrentLevel.navMesh.Funnel();
idleAnim.Enabled = false;
walkAnim.Enabled = true;
attackAnim.Enabled = false;
walkAnim.Loop = true;
walkAnim.AddTime(1.0f / 90.0f);
FollowPathOrder = true;
//MoveOrder = true;
State = StateTypes.WALK;
}
}
else
{
FollowPathOrder = false;
if (State == StateTypes.WALK)
State = StateTypes.IDLE;
switch (State)
{
case StateTypes.IDLE:
walkAnim.Enabled = false;
idleAnim.Enabled = true;
attackAnim.Enabled = false;
idleAnim.Loop = true;
idleAnim.AddTime(1.0f / 90.0f);
break;
case StateTypes.DEAD:
walkAnim.Enabled = false;
idleAnim.Enabled = false;
attackAnim.Enabled = false;
deadAnim.Enabled = true;
deadAnim.AddTime(1.0f / 90.0f);
deadAnim.Loop = false;
//Animacja deda.
if (deadAnim.HasEnded && !recalculatedAfterDead)
{
//recalculatedAfterDead = true;
//RecalculateCollision(); //<- FIX THAT SHIET!
}
break;
//Animacja ataku bedzie tam nizej w case StateTypes.Attack, nie tutaj!!
}
if (isReachable)
{
switch (State)
{
case StateTypes.IDLE:
//Console.WriteLine(FriendlyType.ToString());
if (FriendlyType == Character.FriendType.ENEMY)
//.........这里部分代码省略.........
示例3: BackgroundPony
//.........这里部分代码省略.........
SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour2);
else if (int.Parse(_data[32], culture) == 1)
SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour1);
}
hairEnt.SetMaterial(newMat);
maneEnt.SetMaterial(newMat);
tailEnt.SetMaterial(newMat);
}
// one colour
else {
MaterialPtr originalMat = MaterialManager.Singleton.GetByName("BgPonyHair_Single_" + hairstyleID);
MaterialPtr newMat = MaterialManager.Singleton.GetByName("BgPonyHair_Single_" + hairstyleID + nameOfPonyCharacter);
if (newMat == null) {
newMat = originalMat.Clone("BgPonyHair_Single_" + hairstyleID + nameOfPonyCharacter);
var ps = newMat.GetTechnique(0).GetPass(1).GetFragmentProgramParameters();
ps.SetNamedConstant("HairColour", hairColour1);
ps.SetNamedConstant("AOColour", hairAOColour1);
newMat.GetTechnique(0).GetPass(1).SetFragmentProgramParameters(ps);
SetMaterialFragmentParameter(newMat, 0, "OutlineColour", hairAOColour1);
}
hairEnt.SetMaterial(newMat);
maneEnt.SetMaterial(newMat);
tailEnt.SetMaterial(newMat);
}
}
#endregion
#region animation
// make sure our animations add their weights and don't just average out. The AnimationBlender already handles averaging between two anims.
Skeleton skeleton = bodyEnt.Skeleton;
skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE;
// set up the blink animation state with some stuff
blinkState = bodyEnt.GetAnimationState("Blink2");
blinkState.Enabled = true;
blinkState.Loop = true;
blinkState.Weight = 1;
blinkState.AddTime(ID);
// set up all of the animation states to not use the neck bone
neckbone = skeleton.GetBone("Neck");
neckbone.SetManuallyControlled(true);
foreach (var state in bodyEnt.AllAnimationStates.GetAnimationStateIterator()) {
// don't add a blend mask to the blink state because we'll make a different one for it
if (state == blinkState)
continue;
state.CreateBlendMask(skeleton.NumBones);
state.SetBlendMaskEntry(neckbone.Handle, 0f);
}
neckbone.InheritOrientation = false;
neckFacing = new Euler(0, 0, 0);
// set up a blend mask so only the eyebrow bones have any effect on the blink animation
blinkState.CreateBlendMask(skeleton.NumBones, 0f);
ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowBottom.R").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowTop.L").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowBottom.L").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
// add the blink state to the animation manager so it has time added to it
AnimationManager animMgr = LKernel.GetG<AnimationManager>();
animMgr.Add(blinkState);
// set up other animated things
bodyBlender = new AnimationBlender(bodyEnt);
bodyBlender.Init("Stand1", true);
animMgr.Add(bodyBlender);
maneBlender = new AnimationBlender(maneEnt);
maneBlender.Init("Stand1", true);
animMgr.Add(maneBlender);
tailBlender = new AnimationBlender(tailEnt);
tailBlender.Init("Stand1", true);
animMgr.Add(tailBlender);
if (PonyType == Type.FlyingPegasus) {
wingsBlender = new AnimationBlender(wingsEnt);
wingsBlender.Init("Flap1", true);
animMgr.Add(wingsBlender);
}
// set up some timers to handle animation changing
animTimer = new Timer(new TimerCallback(AnimTimerTick), null, random.Next(ANIMATION_TIMESPAN_MINIMUM, ANIMATION_TIMESPAN_MAXIMUM), Timeout.Infinite);
// add a bit of time to things so the animations aren't all synced at the beginning
AddTimeToBodyManeAndTail();
#endregion
followKart = LKernel.GetG<PlayerManager>().MainPlayer.Kart;
LKernel.GetG<Root>().FrameStarted += FrameStarted;
}
示例4: Lyra
public Lyra(ThingBlock block, ThingDefinition def)
: base(block, def)
{
foreach (ModelComponent mc in ModelComponents) {
if (mc.Name.EndsWith("Body"))
bodyComponent = mc;
else if (mc.Name.EndsWith("Mane"))
maneComponent = mc;
else if (mc.Name.EndsWith("Tail"))
tailComponent = mc;
}
// make sure our animations add their weights and don't just average out. The AnimationBlender already handles averaging between two anims.
Skeleton skeleton = bodyComponent.Entity.Skeleton;
skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE;
// set up the blink animation state with some stuff
blinkState = bodyComponent.Entity.GetAnimationState("Blink2");
blinkState.Enabled = true;
blinkState.Loop = true;
blinkState.Weight = 1;
blinkState.AddTime(ID);
// set up all of the animation states to not use the neck bone
neckbone = skeleton.GetBone("Neck");
neckbone.SetManuallyControlled(true);
foreach (var state in bodyComponent.Entity.AllAnimationStates.GetAnimationStateIterator()) {
// don't add a blend mask to the blink state because we'll make a different one for it
if (state == blinkState)
continue;
state.CreateBlendMask(skeleton.NumBones);
state.SetBlendMaskEntry(neckbone.Handle, 0f);
}
neckbone.InheritOrientation = false;
neckFacing = new Euler(0, 0, 0);
// set up a blend mask so only the eyebrow bones have any effect on the blink animation
blinkState.CreateBlendMask(skeleton.NumBones, 0f);
ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowBottom.R").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowTop.L").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
handle = skeleton.GetBone("EyeBrowBottom.L").Handle;
blinkState.SetBlendMaskEntry(handle, 1f);
// add the blink state to the animation manager so it has time added to it
LKernel.GetG<AnimationManager>().Add(blinkState);
// set up some timers to handle animation changing
random = new Random(IDs.Random);
animTimer = new System.Threading.Timer(new TimerCallback(AnimTimerTick), null, random.Next(ANIMATION_TIMESPAN_MINIMUM, ANIMATION_TIMESPAN_MAXIMUM), Timeout.Infinite);
// add a bit of time to things so the animations aren't all synced at the beginning
float rand = (float) random.NextDouble();
bodyComponent.AnimationBlender.AddTime(rand);
tailComponent.AnimationState.AddTime(rand);
followKart = LKernel.GetG<PlayerManager>().MainPlayer.Kart;
LKernel.GetG<Root>().FrameStarted += FrameStarted;
}