本文整理汇总了C#中UnityEngine.Animator.GetFloat方法的典型用法代码示例。如果您正苦于以下问题:C# Animator.GetFloat方法的具体用法?C# Animator.GetFloat怎么用?C# Animator.GetFloat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.Animator
的用法示例。
在下文中一共展示了Animator.GetFloat方法的15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: Start
// Use this for initialization
void Start () {
ani = this.GetComponent<Animator> ();
dirX = ani.GetFloat("dirX");
dirY = ani.GetFloat("dirY");
ani.SetBool("running", false);
}
示例2: OnPhotonSerializeView
void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
// We own this player: send the others our data
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
anim = GetComponent< Animator >();
stream.SendNext(anim.GetFloat("Speed"));
stream.SendNext(anim.GetFloat("Direction"));
stream.SendNext(anim.GetBool("Punch_L"));
stream.SendNext(anim.GetBool("LowKick"));
stream.SendNext(anim.GetBool("HiKick"));
stream.SendNext(anim.GetBool("Shoryuken"));
myThirdPersonController myC = GetComponent<myThirdPersonController>();
stream.SendNext((int)myC._characterState);
}
else
{
// Network player, receive data
this.correctPlayerPos = (Vector3)stream.ReceiveNext();
this.correctPlayerRot = (Quaternion)stream.ReceiveNext();
anim = GetComponent< Animator >();
anim.SetFloat("Speed",(float)stream.ReceiveNext());
anim.SetFloat("Direction",(float)stream.ReceiveNext());
anim.SetBool("Punch_L",(bool)stream.ReceiveNext());
anim.SetBool("LowKick",(bool)stream.ReceiveNext());
anim.SetBool("HiKick", (bool)stream.ReceiveNext());
anim.SetBool("Shoryuken", (bool)stream.ReceiveNext());
myThirdPersonController myC = GetComponent<myThirdPersonController>();
myC._characterState = (CharacterState)stream.ReceiveNext();
}
}
示例3: OnStateEnter
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
m_PlayerController = animator.gameObject.GetComponent<PlayerController>();
m_IKTransitionTime = animator.GetFloat("IKTransitionTime");
m_MoveTime = animator.GetFloat("MoveTime");
m_MoveTimer = 0.0f;
}
示例4: Start
// Use this for initialization
void Start () {
rb = GetComponent<Rigidbody2D>();
playerAnim = GameObject.FindGameObjectWithTag("Player").GetComponent<Animator>();
anim = GetComponent<Animator>();
target = new Vector3(playerAnim.GetFloat("lastX"), playerAnim.GetFloat("lastY"), 0f);
rb.velocity = target.normalized * moveSpd;
Debug.Log(target);
}
示例5: Start
public void Start()
{
// Get the values of the parameters:
string animatorParameter = GetParameter(0);
animatorParameterHash = Animator.StringToHash(animatorParameter);
targetValue = GetParameterAsFloat(1, 1);
subject = GetSubject(2);
duration = GetParameterAsFloat(3, 0);
if (DialogueDebug.LogInfo) Debug.Log(string.Format("{0}: Sequencer: AnimatorFloat({1}, {2}, {3}, {4})", new System.Object[] { DialogueDebug.Prefix, animatorParameter, targetValue, subject, duration }));
// Check the parameters:
if (subject == null) {
if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: AnimatorFloat(): subject '{1}' wasn't found.", new System.Object[] { DialogueDebug.Prefix, GetParameter(2) }));
Stop();
} else {
animator = subject.GetComponentInChildren<Animator>();
if (animator == null) {
if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: AnimatorFloat(): no Animator found on '{1}'.", new System.Object[] { DialogueDebug.Prefix, subject.name }));
Stop();
} else if (duration < SmoothMoveCutoff) {
Stop();
} else {
// Set up the lerp:
startTime = DialogueTime.time;
endTime = startTime + duration;
originalValue = animator.GetFloat(animatorParameterHash);
}
}
}
示例6: OnStateUpdate
public override void OnStateUpdate(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex)
{
float lCurrentSpeedFactor = animator.GetFloat("speed");
float lTime = animatorStateInfo.normalizedTime - Mathf.Floor(animatorStateInfo.normalizedTime);
float lBlendedTime = 0.5f - 0.25f * lCurrentSpeedFactor;
FootPlacementData[] lFeet = animator.GetComponents<FootPlacementData>();
FootPlacementData lFoot;
//First foot setup start
if(!lFeet[0].IsLeftFoot)
{
lFoot = lFeet[0];
}
else
{
lFoot = lFeet[1];
}
//Setting up transition time
lFoot.mTransitionTime = 0.15f - (0.1f * lCurrentSpeedFactor);
//Setting up raycast extra ray dist
if(lTime < lBlendedTime)
{
lFoot.mExtraRayDistanceCheck = 0.7f;
}
else
{
lFoot.mExtraRayDistanceCheck = -0.2f;
}
//First foot setup end
//Second foot setup start
if(lFeet[0].IsLeftFoot)
{
lFoot = lFeet[0];
}
else
{
lFoot = lFeet[1];
}
//Setting up transition time
lFoot.mTransitionTime = 0.15f - (0.1f * lCurrentSpeedFactor);
//Setting up raycast extra ray dist
if(lTime > 0.5 && lTime < 0.5f + lBlendedTime)
{
lFoot.mExtraRayDistanceCheck = 0.7f;
}
else
{
lFoot.mExtraRayDistanceCheck = -0.2f;
}
//Second foot setup end
}
示例7: OnStateEnter
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
m_PlayerController = animator.gameObject.GetComponent<PlayerController>();
m_MoveTimer = 0.0f;
m_IKTransitionTime = animator.GetFloat("IKTransitionTime");
m_MoveTime = animator.GetFloat("MoveTime");
m_MoveDistance = animator.GetFloat("MoveDistance");
Vector3 newPosition = animator.transform.position;
newPosition.x -= m_MoveDistance;
Hashtable hash = iTween.Hash("position", newPosition, "time", m_MoveTime, "easetype", iTween.EaseType.easeOutElastic);
iTween.MoveTo(animator.gameObject, hash);
m_IKSwitched = false;
}
示例8: OnStateUpdate
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
float jumpLeg = animator.GetFloat("JumpLeg");
if((rightLeg && jumpLeg >= .7f) || (!rightLeg && jumpLeg <= -.7f))
{
rightLeg = !rightLeg;
if(soundBank != null)
soundBank.PlaySound("FootStep");
}
}
示例9: OnStateEnter
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
this._animator = animator;
this._stateInfo = stateInfo;
_baseMoveMultiplier = _animator.GetFloat("moveMultiplier");
_thisBattleCharacter = animator.GetComponent<AbstractBattleCharacter>();
_thisBattleCharacter.StartCoroutine(RotateAndMoveTowards(_thisBattleCharacter.gameObject));
}
示例10: PartiallyDestroy
public static void PartiallyDestroy(Transform obj, Animator bulletAnim)
{
float input_x = bulletAnim.GetFloat("input_x");
float input_y = bulletAnim.GetFloat("input_y");
obj.NotNull((t) =>
{
Animator wallAnim = t.GetComponent<Animator>();
float curr = wallAnim.GetFloat("left_numpad");
// The tyniest piece of wall left
if (curr.IsIn(1, 3, 7, 9))
{
Destroy(t.gameObject);
}
// Vertical shot
else if (input_x == 0)
{
if (curr.IsIn(2, 8))
{
Destroy(t.gameObject);
}
else if (curr.IsIn(4, 5, 6))
{
wallAnim.SetFloat("left_numpad", curr + input_y * 3);
}
}
// Horizontal shot
else if (input_y == 0)
{
if (curr.IsIn(4, 6))
{
Destroy(t.gameObject);
}
else if (curr.IsIn(2, 5, 8))
{
wallAnim.SetFloat("left_numpad", curr + input_x);
}
}
});
}
示例11: PartiallyDestroy
private void PartiallyDestroy(Transform obj, Animator bulletAnim)
{
float input_x = bulletAnim.GetFloat("input_x");
float input_y = bulletAnim.GetFloat("input_y");
obj.NotNull((t) =>
{
Animator wallAnim = t.GetComponent<Animator>();
float curr = wallAnim.GetFloat("left_numpad");
// Strong shot will allways destroy a piece (and maybe two)
Destroy(t.gameObject);
// Horizontal shot
if (input_x == 1 && curr.IsIn(3, 6, 9))
{
obj.position += new Vector3(1, 0, 0);
BulletWallDestroy.PartiallyDestroy(ts.GetByNameAndCoords
("Wall", obj.position.x, obj.position.y), bulletAnim);
}
if (input_x == -1 && curr.IsIn(1, 4, 7))
{
obj.position += new Vector3(-1, 0, 0);
BulletWallDestroy.PartiallyDestroy(ts.GetByNameAndCoords
("Wall", obj.position.x, obj.position.y), bulletAnim);
}
// Vertical shot
if (input_y == 1 && curr.IsIn(7, 8, 9))
{
obj.position += new Vector3(0, 1, 0);
BulletWallDestroy.PartiallyDestroy(ts.GetByNameAndCoords
("Wall", obj.position.x, obj.position.y), bulletAnim);
}
if (input_y == -1 && curr.IsIn(1, 2, 3))
{
obj.position += new Vector3(0, -1, 0);
BulletWallDestroy.PartiallyDestroy(ts.GetByNameAndCoords
("Wall", obj.position.x, obj.position.y), bulletAnim);
}
});
}
示例12: GetXAxisForce
private float GetXAxisForce(Animator animator)
{
float xForce =50f;
if(animator.GetBool(PLATFORM_PARAMETER))
{
xForce = 0f;
}
if (animator.GetBool(HOLE_PARAMATER))
{
xForce = 150f;
Vector2 newVelocity = mBody.velocity;
newVelocity.x = Mathf.Sign(animator.GetFloat("Speed")) * 7f;
mBody.velocity = newVelocity;
}
xForce *= Mathf.Sign(animator.GetFloat("Speed"));
return xForce;
}
示例13: OnStateMove
public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
float speed = animator.GetFloat(SPEED_PARAMATER);
if (speed != 0)
{
Move(speed);
}
CheckFlipping(speed);
}
示例14: OnStateEnter
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
bool OnGround = animator.GetBool("OnGround");
float jumpVal = animator.GetFloat("Jump");
if(OnGround && jumpVal > -2)
{
//if(soundBank != null)
// soundBank.PlaySound("Land");
}
}
示例15: OnStateMove
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
// play talk and idle sound
talkSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(animator.gameObject.transform));
idleSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(animator.gameObject.transform));
if ((animator.GetFloat("Speed") != 1) && (animator.GetFloat("vSpeed") == 0))
{
talkSound.setVolume(1);
idleSound.setVolume(1);
}
else
{
talkSound.setVolume(0);
idleSound.setVolume(0);
}
// play roll sound according to speed parameter
rollSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(animator.gameObject.transform));
rollSound.setParameterValue("speed", animator.GetFloat("Speed"));
// play leaves sound
leavesSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(animator.gameObject.transform));
leavesSound.setParameterValue("speed", animator.GetFloat("Speed"));
// play jump sound (oneshot)
if ((animator.GetFloat("vSpeed") > 11) && (playOnceJump == true))
{
FMODUnity.RuntimeManager.PlayOneShot("event:/robo_jump", animator.gameObject.transform.position);
playOnceJump = false;
playOnceLand = true;
leavesSound.setVolume(0);
}
// play land sound (oneshot)
if ((animator.GetFloat("vSpeed") < -5) && (playOnceLand == true))
{
FMODUnity.RuntimeManager.PlayOneShot("event:/robo_land", animator.gameObject.transform.position);
playOnceLand = false;
playOnceJump = true;
leavesSound.setVolume(1);
}
}