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类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);
}
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");
}
}*/
}