本文整理汇总了C#中UnityEngine.Animator.SetLookAtPosition方法的典型用法代码示例。如果您正苦于以下问题:C# Animator.SetLookAtPosition方法的具体用法?C# Animator.SetLookAtPosition怎么用?C# Animator.SetLookAtPosition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.SetLookAtPosition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: OnEnable
void OnEnable()
{
position = transform.position;
rotation = transform.rotation;
aimAt = position + transform.forward * 1000.0f;
multiMesh = GetComponent<SkinnedMultiMesh>();
animator = GetComponent<Animator>();
if ( animator != null )
{
animator.SetLookAtPosition( Vector3.zero );
animator.SetLookAtWeight( 1.0f, 0.0f, 1.0f, 1.0f, 0.5f );
}
}
示例2: FixedUpdate
private AnimatorStateInfo layer2CurrentState; // a reference to the current state of the animator, used for layer 2
#endregion Fields
#region Methods
void FixedUpdate()
{
anim = GetComponent<Animator>();
float h = Input.GetAxis("Horizontal"); // setup h variable as our horizontal input axis
float v = Input.GetAxis("Vertical"); // setup v variables as our vertical input axis
anim.SetFloat("Speed", v); // set our animator's float parameter 'Speed' equal to the vertical input axis
anim.SetFloat("Direction", h); // set our animator's float parameter 'Direction' equal to the horizontal input axis
anim.speed = animSpeed; // set the speed of our animator to the public variable 'animSpeed'
anim.SetLookAtWeight(lookWeight); // set the Look At Weight - amount to use look at IK vs using the head's animation
currentBaseState = anim.GetCurrentAnimatorStateInfo(0); // set our currentState variable to the current state of the Base Layer (0) of animation
if(anim.layerCount ==2)
layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1); // set our layer2CurrentState variable to the current state of the second Layer (1) of animation
// LOOK AT ENEMY
// if we hold Alt..
if(Input.GetButton("Fire2"))
{
// ...set a position to look at with the head, and use Lerp to smooth the look weight from animation to IK (see line 54)
anim.SetLookAtPosition(enemy.position);
lookWeight = Mathf.Lerp(lookWeight,1f,Time.deltaTime*lookSmoother);
}
// else, return to using animation for the head by lerping back to 0 for look at weight
else
{
lookWeight = Mathf.Lerp(lookWeight,0f,Time.deltaTime*lookSmoother);
}
// STANDARD JUMPING
// if we are currently in a state called Locomotion (see line 25), then allow Jump input (Space) to set the Jump bool parameter in the Animator to true
/*if (currentBaseState.nameHash == locoState)
{*/
if(Input.GetButtonDown("Jump"))
{
anim.SetBool("Jump", true);
}
//}
// if we are in the jumping state...
else if(currentBaseState.nameHash == jumpState)
{
// ..and not still in transition..
if(!anim.IsInTransition(0))
{
/*if(useCurves)
// ..set the collider height to a float curve in the clip called ColliderHeight
col.height = anim.GetFloat("ColliderHeight");*/
// reset the Jump bool so we can jump again, and so that the state does not loop
anim.SetBool("Jump", false);
}
// Raycast down from the center of the character..
Ray ray = new Ray(transform.position + Vector3.up, -Vector3.up);
RaycastHit hitInfo = new RaycastHit();
if (Physics.Raycast(ray, out hitInfo))
{
// ..if distance to the ground is more than 1.75, use Match Target
if (hitInfo.distance > 1.75f)
{
// MatchTarget allows us to take over animation and smoothly transition our character towards a location - the hit point from the ray.
// Here we're telling the Root of the character to only be influenced on the Y axis (MatchTargetWeightMask) and only occur between 0.35 and 0.5
// of the timeline of our animation clip
anim.MatchTarget(hitInfo.point, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(0, 1, 0), 0), 0.35f, 0.5f);
}
}
}
// JUMP DOWN AND ROLL
// if we are jumping down, set our Collider's Y position to the float curve from the animation clip -
// this is a slight lowering so that the collider hits the floor as the character extends his legs
else if (currentBaseState.nameHash == jumpDownState)
{
col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0);
}
// if we are falling, set our Grounded boolean to true when our character's root
// position is less that 0.6, this allows us to transition from fall into roll and run
// we then set the Collider's Height equal to the float curve from the animation clip
else if (currentBaseState.nameHash == fallState)
{
col.height = anim.GetFloat("ColliderHeight");
}
// if we are in the roll state and not in transition, set Collider Height to the float curve from the animation clip
// this ensures we are in a short spherical capsule height during the roll, so we can smash through the lower
// boxes, and then extends the collider as we come out of the roll
// we also moderate the Y position of the collider using another of these curves on line 128
else if (currentBaseState.nameHash == rollState)
//.........这里部分代码省略.........