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C# UnityEngine.Play方法代码示例

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


在下文中一共展示了UnityEngine.Play方法的3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: OnStateUpdate

 public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
 {
     //DataEventSource.Instance.DispatcherEvent("onStateExit", stateInfo);
     if (stateInfo.normalizedTime >= 0.95f)
     {
         if (!_isEnd)
         {
             _isEnd = true;
             _enity.SetProperty("actinStateEnd", stateInfo);
             animator.Play("idle01");
         }
     }
 }
开发者ID:zhaoyabo,项目名称:GameBase,代码行数:13,代码来源:CommonStateMachineBehaviour.cs

示例2: SampleAnimation

    public bool SampleAnimation(UnityEngine.Animation animation)
    {
        if(animation == null)
        {
            return false;
        }

        SkinnedMeshRenderer skinnedMeshRenderer = animation.GetComponentInChildren<SkinnedMeshRenderer>();
        if(skinnedMeshRenderer == null)
        {
            return false;
        }

        Mesh mesh = skinnedMeshRenderer.sharedMesh;
        if(mesh == null)
        {
            return false;
        }

        this.animation = new MeshAnimation();
        this.animation.triangles = mesh.triangles;
        this.animation.normals = mesh.normals;
        this.animation.uv = mesh.uv;

        List<string> clipNames = new List<string>();
        foreach(AnimationState animationState in animation)
        {
            clipNames.Add(animationState.name);
        }

        Mesh bakedMesh = new Mesh();
        int numClips = clipNames.Count;
        for(int i = 0; i < numClips; ++i)
        {
            string clipName = clipNames[i];
            if(this.animation.clips.ContainsKey(clipName))
            {
                Debug.LogError("Repeated name of AnimationClip:" + clipName);
                continue;
            }

            animation.Play(clipName);
            {
                AnimationState animationState = animation[clipName];

                Clip clip = new Clip();
                clip.wrapMode = animationState.wrapMode;
                this.animation.clips.Add(clipName, clip);

                float length = animationState.length;
                float step = 1.0f / fps;
                for(float time = 0; time < length; time += step)
                {
                    Keyframe keyframe = new Keyframe();
                    clip.keyframes.Add(keyframe);

                    animationState.time = time;
                    animation.Sample();

                    skinnedMeshRenderer.BakeMesh(bakedMesh);
                    keyframe.vertices = bakedMesh.vertices;
                }
            }
            animation.Stop(clipName);
        }

        return true;
    }
开发者ID:moto2002,项目名称:unityLab,代码行数:68,代码来源:SequenceFrameMeshAnimationSampler.cs

示例3: OnStateUpdate

    public override void OnStateUpdate(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
    {
        foreach (KeyValuePair<string, float> t in _enityData.DictActionTime)
        {
            if (stateInfo.normalizedTime > t.Value)
            {
                if (_listNode.Contains(t.Key) == false)
                {
                    _listNode.Add(t.Key);
                    _enity.SetProperty("normalizedTime", t.Key);
                }
            }
        }

        if (stateInfo.normalizedTime >= 0.95f + transitionTime)
        {
            if (!_isEnd)
            {
                //GameInput.Log("state to the end " + stateInfo.normalizedTime);
                _isEnd = true;
                animator.SetBool("isAttack", false);
                animator.Play("idle01");
                _enity.SetProperty("actinStateEnd", stateInfo);
            }
        }

        /* if (stateInfo.normalizedTime > 0.3f)//播放特效时间节点
         {
             if (!_listNode.Contains("effectNode"))
             {
                 _enity.SetProperty("normalizedTime", "effectNode");
                 _listNode.Add("effectNode");
             }
         }
         if (stateInfo.normalizedTime > 0.6f)//播放受击动作时间节点
         {
             if (!_listNode.Contains("beAtkNode"))
             {
                 _enity.SetProperty("normalizedTime", "beAtkNode");
                 _listNode.Add("beAtkNode");
             }
         }*/
    }
开发者ID:zhaoyabo,项目名称:GameBase,代码行数:43,代码来源:MyStateMachineBehaviour.cs


注:本文中的UnityEngine.Play方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。