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C# UnityEngine.SetBool方法代码示例

本文整理汇总了C#中UnityEngine.SetBool方法的典型用法代码示例。如果您正苦于以下问题:C# UnityEngine.SetBool方法的具体用法?C# UnityEngine.SetBool怎么用?C# UnityEngine.SetBool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.SetBool方法的2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: OnStateExit

 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
 //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
 //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
 //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 public void OnStateExit(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
 {
     animator.SetBool ("hit", false);
 }
开发者ID:pavelstefan,项目名称:Kenney-s-Adventures,代码行数:24,代码来源:HitAnimation.cs

示例2: 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.SetBool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。