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C# Animator.GetNextAnimatorStateInfo方法代碼示例

本文整理匯總了C#中UnityEngine.Animator.GetNextAnimatorStateInfo方法的典型用法代碼示例。如果您正苦於以下問題:C# Animator.GetNextAnimatorStateInfo方法的具體用法?C# Animator.GetNextAnimatorStateInfo怎麽用?C# Animator.GetNextAnimatorStateInfo使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在UnityEngine.Animator的用法示例。


在下文中一共展示了Animator.GetNextAnimatorStateInfo方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: UpdateStateProgress

    // Updates the progress counter of this animation state.
    void UpdateStateProgress (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        AnimatorTransitionInfo info = animator.GetAnimatorTransitionInfo (layerIndex);

        if (animator.GetNextAnimatorStateInfo(layerIndex).GetHashCode() == stateInfo.GetHashCode()) { //Entering the state
            m_progress = info.normalizedTime; // Set progress of the animation to the time taken so far.
        } else if(animator.GetCurrentAnimatorStateInfo(layerIndex).GetHashCode() == stateInfo.GetHashCode()){ //Exiting the state
            m_progress = (1 - info.normalizedTime); // Set the final progress of the animation.
        }

    }
開發者ID:kamilion,項目名稱:UNETMovement,代碼行數:11,代碼來源:NetworkedObserverSMMouseLook.cs

示例2: UpdateStatePower

	void UpdateStatePower(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
		AnimatorTransitionInfo info = animator.GetAnimatorTransitionInfo (layerIndex);

		if (animator.GetNextAnimatorStateInfo(layerIndex).GetHashCode() == stateInfo.GetHashCode()) { //Entering the state
			_power = info.normalizedTime;
		}else if(animator.GetCurrentAnimatorStateInfo(layerIndex).GetHashCode() == stateInfo.GetHashCode()){ //Exiting the state
			_power = (1-info.normalizedTime);
		}

	}
開發者ID:omgware,項目名稱:UnityUnetMovement,代碼行數:10,代碼來源:MouseLook.cs

示例3: OnStateUpdate

	 // 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) {
		AnimatorTransitionInfo info = animator.GetAnimatorTransitionInfo (layerIndex);
		if (animator.GetNextAnimatorStateInfo(layerIndex).GetHashCode() == stateInfo.GetHashCode()) { //Entering the state
			_power = info.normalizedTime;
		}else if(animator.GetCurrentAnimatorStateInfo(layerIndex).GetHashCode() == stateInfo.GetHashCode()){ //Exiting the state
			_power = (1-info.normalizedTime);
		}
		if (_power > 0.98f) {
			animator.SetBool ("Holstered", true);
			animator.SetBool ("Holster", false);
		}
	}
開發者ID:omgware,項目名稱:UnityUnetMovement,代碼行數:18,代碼來源:Holster.cs


注:本文中的UnityEngine.Animator.GetNextAnimatorStateInfo方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。