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C# Animator.SetBool方法代码示例

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


在下文中一共展示了Animator.SetBool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

 void Start()
 {
     animator = GetComponent<Animator>();
     dragon = GetComponent<Dragon>();
     animator.SetBool("Flying",false);
     animator.SetBool("Breath Fire", false);
 }
开发者ID:jlonardi,项目名称:igp-DnM,代码行数:7,代码来源:DragonAnimator.cs

示例2: OnStateExit

	// 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) {
		animator.SetBool ("lowTrip", false);
		// In case the animation ends early, we must avoid input holds
		this.active = false;
		animator.SetBool ("inAnimation", false);

	}
开发者ID:rhyschris,项目名称:CS194Project,代码行数:13,代码来源:lowTrip_idle.cs

示例3: Update

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && _weaponSelected != null) {
            AudioSource.PlayClipAtPoint(fire, Vector3.up);
        }
        if (Input.GetKeyDown(KeyCode.E) && _weaponSelected == null) {
            _colSelected = Physics2D.OverlapPoint(transform.position);
            if (_colSelected && _colSelected.tag == "weapon") {
                AudioSource.PlayClipAtPoint(reload, Vector3.up);
                _weaponSelected = _colSelected.gameObject.GetComponent<generateWeapon>();
                anim = _weaponSelected.GetComponent<Animator>();
                _weapon = _weaponSelected.weapon.GetComponent<weapons>();
                attachToBody.GetComponent<SpriteRenderer>().sprite = _weapon.attachToBody;
                weapon2 = weapon.GetComponent<weapon>();
                bullet_prefab = weapon.GetComponent<weapon>().bullet_prefab;
                bullet_prefab.GetComponent<SpriteRenderer>().sprite = weapon2.bullets[_weaponSelected.i];

                _weaponSelected.transform.localScale = Vector3.zero;

                anim.SetBool("isTake", true);
                anim.SetBool("isDrop", false);

            }
        }

        if (Input.GetMouseButtonDown (1) && _weaponSelected != null) {
            anim.SetBool("isTake", false);
            anim.SetBool("isDrop", true);
            _weaponSelected.transform.position = transform.position;
            attachToBody.GetComponent<SpriteRenderer>().sprite = null;

            _weaponSelected = null;
        }
    }
开发者ID:jspezia,项目名称:Unity,代码行数:35,代码来源:player.cs

示例4: Start

    // Use this for initialization
    void Start()
    {
        Cursor.visible = false; // temporarily set to true for testing

        eyes = this.transform.Find("Eyes").gameObject;
        body = this.transform.Find("geckstronautAnimatedWithGun").gameObject;

        startPosition = this.transform.position; // this will be the place the player responds to each time he dies
        eyesStartPos = eyes.transform.position;
        bodyStartPos = body.transform.position;

        startRot = this.transform.rotation;
        eyesStartRot = eyes.transform.rotation;
        bodyStartRot = body.transform.rotation;

        characterController = GetComponent<CharacterController>();
        
		firstPersonCamera = this.GetComponentInChildren<Camera>();

        geckAnimator = this.transform.Find("geckstronautAnimatedWithGun").GetComponent<Animator>();
        geckAnimator.SetBool("HasGun", false);
        geckAnimator.SetBool("Idle", false);
        geckAnimator.SetBool("Walking", false);
        geckAnimator.SetBool("Running", false);
        geckAnimator.SetBool("Shooting", false);

        manager = GameObject.FindGameObjectWithTag("GameController");
		mouseSensitivity = PlayerPrefs.GetFloat ("Mouse Sensitivity");
			//manager.GetComponent<GameManagerScript>().mouseSensitivity; // get mouse sensitivity from GameController object

		//if (isLocalPlayer) {
		//	this.GetComponentInChildren<Camera>().enabled = true;
		//	this.GetComponentInChildren<AudioListener>().enabled = true;
		//}
    }
开发者ID:bpgeck,项目名称:Voxelnauts,代码行数:36,代码来源:AstroFirstPersonControl.cs

示例5: Start

	// Use this for initialization
	void Start ()
	{
        playerHP = maxPlayerHP;

		//ustawienie wizje na latarke
		visionALongLight.enabled = true;
		visionAShortLight.enabled = true;
		visionBLight.enabled = false;
		visionBTopLight.enabled = false;
		visionCLight.enabled = false;

        mainCamera_ = GameObject.Find("Main Camera"); 
        animator_ = GameObject.Find("laska").GetComponent<Animator>();

        //animator_ = 

        //animator_cycki = GameObject.Find("laska_cycki").GetComponent<Animator>();
        //animator_nogi = GameObject.Find("laska_nogi").GetComponent<Animator>(); 

        animator_.SetBool("isWalking", false);
        animator_.SetBool("isShooting", false);
        animator_.SetBool("isAttacked", false);
        animator_.SetBool("isDying", false);
        
        //animator_cycki.SetBool("isWalking", false);
        //animator_cycki.SetBool("isShooting", false);
        //animator_cycki.SetBool("isDying", false);

        //animator_nogi.SetBool("isWalking", false);
        //animator_nogi.SetBool("isShooting", false);
        //animator_nogi.SetBool("isDying", false); 
	}
开发者ID:Qawery,项目名称:Polyjam2014,代码行数:33,代码来源:Character.cs

示例6: OnStateExit

 // 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
 public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (layerIndex == 1)
         animator.SetBool("Fire Attack", false);
     else if (layerIndex == 2)
         animator.SetBool("Ice Attack", false);
 }
开发者ID:Rynold,项目名称:UnityThirdPersonGame,代码行数:12,代码来源:PlayerAttackingBehaviour.cs

示例7: Awake

 // Use this for initialization
 void Awake()
 {
     rb2d = GetComponent<Rigidbody2D> ();
     anim = GetComponent<Animator> ();
     anim.SetBool ("surprised", false);
     anim.SetBool ("facingRight", false);
 }
开发者ID:dunbarj,项目名称:Firates,代码行数:8,代码来源:AttackingEnemy.cs

示例8: Start

    // On scene load, do this...
    void Start() {


        leftArmNode  = transform.Find(leftArmNodeName).GetComponent<PickupNode>();
        rightArmNode = transform.Find(rightArmNodeName).GetComponent<PickupNode>();

        
        leftArmNode.setPosition(transform.Find(leftArmNodeName));
        rightArmNode.setPosition(transform.Find(rightArmNodeName));

        leftArmPosition  = "North";
        rightArmPosition = "North";

		float old_ly = leftArmNode.getTransform().localPosition.y;
		leftArmNode.getTransform().localPosition = new Vector3(-0.3f, old_ly, 1.0f);

		float old_ry = rightArmNode.getTransform().localPosition.y;
		rightArmNode.getTransform().localPosition = new Vector3(0.3f, old_ry, 1.0f);

        animate = GetComponent<Animator>();
		itemManager = GetComponent<PlayerItemManager> ();

		animate.SetBool("LF", LF);
		animate.SetBool("RF", RF);

        // NOTE: 
        //      "Node Position" is really only the coordinates of game objects called
        // "Left Arm Node", "Right Arm Node" and such. The Nodes themselves are a part
        // of this own manager's abstract class.
        //
        //      In other words, no properties are ever allocated to those node objects in the
        // game space. They are only the points at which
    }
开发者ID:Vive-Ricochet,项目名称:main2.0,代码行数:34,代码来源:PlayerNodesManager.cs

示例9: basicMelee

    // basic melee attack which just deals damage and runs animation. простая атака ближнего боя которая наносит урон и проигрывает анимацию
    public void basicMelee()
    {
        this.towerManager.isphysDmg=true;
        this.towerManager.ismageDmg=false;
        if(attackAreaMeleeEnter.enemy!=null) // check if there is something in front of the tower.  проверить есть ли какой-то объект перед башней.
        {
            if(attackAreaMeleeEnter.enemy.gameObject.tag.Contains("Enemy")) //check if thing in front of tower is actually an enemy. проверить если этот объект с тегом враг
            {
                hp = attackAreaMeleeEnter.enemy.gameObject.GetComponent("Health") as Health; // get health component of an enemy. берем компонент health из объекта врага
                animator = this.GetComponent<Animator>();// animator

                // attack with cooldown of two seconds and play animation. атакует с интервалом в две секунды и играет анимацию.
                if (timeStamp<=Time.time)
                {
                    hp.getDamage(damage);
                    timeStamp=Time.time+2.0f;
                    animator.SetBool("Attack",false);
                }

                // if enemy is dead, destroy enemy object. если враг мертв, уничтожаем его объект и ставим idle анимацию.
                if (hp.isDead())
                {
                    Destroy(attackAreaMeleeEnter.enemy.gameObject);
                    animator.SetBool("Attack",true);
                }
            }
        }
    }
开发者ID:NEOF,项目名称:TDUnity,代码行数:29,代码来源:WarriorAttack.cs

示例10: OnTriggerEnter2D

    void OnTriggerEnter2D(Collider2D other)
    {
        if(other.gameObject.tag == "Shot"){
            if(other.transform.position.x < Lion.transform.position.x)
                Lion.rigidbody2D.AddForce( new Vector2(hit_power, 0));
            else
                Lion.rigidbody2D.AddForce( new Vector2( -1 * hit_power, 0));

            Lion_Script.HP -= 1;
            BHScript.currenthealth -= 1;
            Lion.audio.PlayOneShot (lionroar);
            Lion_Script.fleeing = true;

            Lion_Script.flee_time += flee_increase;

            gameObject.active = false;

            if(Lion_Script.HP <=0){
             anim =	Lion.GetComponent<Animator>();
            anim.SetBool ("roarState", false);
            anim.SetBool("deathState", true);
            anim.SetBool("permaState", true);
                Lion_Script.enabled = false;
            }
            Destroy(other.gameObject);
                }
    }
开发者ID:TrinityUniversityGameDesign,项目名称:Heracles,代码行数:27,代码来源:Lion_Mouth_Script.cs

示例11: Start

    // Use this for initialization
    void Start () {
        LeverAnimator = GetComponent<Animator>();

        if (PlayerPrefsX.GetBool("LeverLoading"))
        {
            if (gameObject.name == "LeftLever")
            {
                LeverAnimator.SetBool("Pulled", PlayerPrefsX.GetBool("LeftLeverPulled"));
                PlayerPrefsX.SetBool("LeftLeverDealtWith", true);
            }
            if (gameObject.name == "RightLever")
            {
                LeverAnimator.SetBool("Pulled", PlayerPrefsX.GetBool("RightLeverPulled"));
                PlayerPrefsX.SetBool("RightLeverDealtWith", true);
            }

            if (PlayerPrefsX.GetBool("LeftLeverDealtWith") && PlayerPrefsX.GetBool("RightLeverDealtWith"))
            {
                PlayerPrefsX.SetBool("LeverLoading", false); //this line is what is causing the issues with the left lever
                PlayerPrefsX.SetBool("LeftLeverDealtWith", false);
                PlayerPrefsX.SetBool("RightLeverDealtWith", false);
            }
        }


    }
开发者ID:GikeyMe,项目名称:2D-Platformer,代码行数:27,代码来源:NewLever.cs

示例12: initVariables

    public void initVariables(Character currChar, string side, string itemName1)
    {
        character = currChar;
        animator = character.GetComponent<Animator> ();
        itemName = itemName1;

        targetRightHouse = new Vector3 (16.5f, 0.45f, -6.0f);
        targetLeftHouse = new Vector3 (12.0f, 0.45f, -6.0f);
        targetLeftItemDrop = new Vector3 (14.0f, 0.45f, -6.0f);
        targetRightItemDrop = new Vector3 (15.4f, 0.45f, -6.0f);

        //updateAnimationPoints ();
        animator.SetBool ("insideHouse", true);

        if (side.Contains ("left") && itemName.Contains ("none")) {
            leftToRight = true;
        } else if (side.Contains ("right") && itemName.Contains ("none")) {
            rightToLeft = true;
        } else if (side.Contains ("left")) {
            leftToRightBindle = true;
            animator.SetBool ("bindle", true);
        } else if (side.Contains ("right")) {
            rightToLeftBinle = true;
            animator.SetBool ("bindle", true);
        }
        isInit = true;
    }
开发者ID:polygon-studios,项目名称:unity,代码行数:27,代码来源:InsideHouseMovement.cs

示例13: CheckTimeIddle

    private void CheckTimeIddle(Animator animator)
    {
        if (commonParameters.walking) {
            //if enemy walk, check the timer
            _deltaTime -= Time.deltaTime;
            if (_deltaTime <= 0) {
                animator.SetBool("Timer", true);
            }

            //but if only one path...
            if (commonParameters.AI.walkingParameters.usePath && commonParameters.AI.walkingParameters.path.points.Length<=1) {
                commonParameters.walking = false;
            }

        } else {

            //if the enemy is not walking but not in its position, go to walking
            Vector3 target = commonParameters.initialPositionEnemy;
            Quaternion rotationTarget = commonParameters.initialRotationEnemy;

            if (!AIMethods.CheckTargetPoint(commonParameters.enemy, target, commonParameters.onFloor, commonParameters.minimumWalkingDistance)) {
                animator.SetBool("Timer", true);
            }

            if (!AIMethods.CheckTargetRotation(commonParameters.enemy, rotationTarget, commonParameters.toleranceDegreeToGoal)) {
                animator.SetBool("Timer", true);
            }

        }
    }
开发者ID:MaturuturuStudios,项目名称:Drop,代码行数:30,代码来源:Iddle.cs

示例14: 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();
        }
    }
开发者ID:aka0x0,项目名称:boomboomwrestling,代码行数:35,代码来源:NetworkCharacter.cs

示例15: OnStateEnter

 public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (A)
         animator.SetBool (AnimParameter.A,false);
     if (S)
         animator.SetBool (AnimParameter.S,false);
 }
开发者ID:newhandfun,项目名称:WOBAgithub,代码行数:7,代码来源:CloseBool.cs


注:本文中的UnityEngine.Animator.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。