本文整理汇总了C#中Animator.GetBehaviours方法的典型用法代码示例。如果您正苦于以下问题:C# Animator.GetBehaviours方法的具体用法?C# Animator.GetBehaviours怎么用?C# Animator.GetBehaviours使用的例子?那么, 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Animator
的用法示例。
在下文中一共展示了Animator.GetBehaviours方法的5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: InitialAnim
void InitialAnim()
{
mAnim = GetComponent<Animator>();
if(mAnim != null)
{
Monitor[] monitors = mAnim.GetBehaviours<Monitor>();
for (int Indx = 0; Indx < monitors.Length; ++Indx)
monitors [Indx].AnimationEventFunc = AnimEventHandle;
CameraTypeId = Animator.StringToHash ("CameraType");
}
}
示例2: Start
void Start () {
// fighter is the model, fighterAnimator is the animation controller, we need access to it here in order
// to set the correct bools that trigger different animation states
fighterAnimator = fighter.GetComponent<Animator> ();
// Capture the animation behaviors that underlie each state.
animatedBehaviours = fighterAnimator.GetBehaviours<BufferedStateMachineBehaviour>();
UnityEngine.Debug.Log ("PWD: " + Directory.GetParent(Directory.GetCurrentDirectory()).FullName);
health = 1000.0f; // Debug for animation
maxHealth = health;
gravity = 0.05f;
initialJumpVelocity = .61f;
blockPercentage = 1.0f;
reach = 0.0f;
attackDamage = 0.0f;
lowAttack = false;
inputHold = false;
attackWasThrown = false;
attackWasFinished = false;
attackHit = false;
blocking = false;
lowBlocking = false;
GameObject MIObj = GameObject.Find ("Info");
MenuInfo MI_gd = MIObj.GetComponent<MenuInfo> ();
if (player1) {
if (MI_gd.isp1AI ()) {
setPlayerAI ();
}
playerBodyBox = GameObject.Find ("Player1BodyBox");
playerHitBox = GameObject.Find ("Player1HitBox");
playerBlockBox = GameObject.Find ("Player1BlockBox");
if (isAI) {
int inPort = 4998;
playerAI = new AI (inPort, inPort + 1);
playerAI.verifyNetwork ();
} else {
Up = KeyCode.W;
Down = KeyCode.S;
Left = KeyCode.A;
Right = KeyCode.D;
Run = KeyCode.LeftShift;
Attack1 = KeyCode.Q;
Attack2 = KeyCode.E;
Block = KeyCode.F;
}
} else { // player 2
if (MI_gd.isp2AI ()) {
setPlayerAI ();
}
playerBodyBox = GameObject.Find ("Player2BodyBox");
playerHitBox = GameObject.Find ("Player2HitBox");
playerBlockBox = GameObject.Find ("Player2BlockBox");
if (isAI){
int inPort = 5998;
playerAI = new AI (inPort, inPort + 1);
playerAI.verifyNetwork ();
} else {
Up = KeyCode.I;
Down = KeyCode.K;
Left = KeyCode.J;
Right = KeyCode.L;
Run = KeyCode.RightShift;
Attack1 = KeyCode.U;
Attack2 = KeyCode.O;
Block = KeyCode.H;
}
}
}
示例3: Awake
void Awake()
{
// Find a reference to the Animator component in Awake since it exists in the scene.
animator = GetComponent <Animator> ();
if (animator) {
CreatureStateMachineBehavior[] all_behaviors = animator.GetBehaviours<CreatureStateMachineBehavior>();
for(int i=0;i<all_behaviors.Length;i++)
{
all_behaviors[i].game_controller = this;
}
}
}
示例4: Start
void Start()
{
animator = GetComponent<Animator>();
foreach(SlidingDoorStateBehaviour behaviour in animator.GetBehaviours<SlidingDoorStateBehaviour>()) {
behaviour.AddListener(this);
}
for(int i=0; i<floorPositions.Length; i++) {
floorPositions[i].y = floorPositions[0].y + i * GameController.floorHeight;
}
currentTargetFloor = currentFloor;
positionDriver = new TransformAnimator();
targetFloors = 0;
transform.position = GetFloorPosition(currentFloor);
}
示例5: InitialAnim
void InitialAnim()
{
mAnim = GetComponent<Animator>();
Monitor[] monitors = mAnim.GetBehaviours<Monitor>();
for (int Indx = 0; Indx < monitors.Length; ++Indx)
monitors [Indx].AnimationEventFunc = AnimEventHandle;
AttackTypeId = Animator.StringToHash ("AttackType");
ActionTypeId = Animator.StringToHash ("ActionType");
triggerActionId = Animator.StringToHash ("triggerAction");
}