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类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");
}
}
}
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;
}
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");
}
}*/
}