SetBool
How do I use Set Bool
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: JumpAndRunMovement.cs
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89 void UpdateIsRunning()
90 {
91 m_Animator.SetBool( "IsRunning", Mathf.Abs( m_Body.velocity.x ) > 0.1f );
92 }
File name: JumpAndRunMovement.cs
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94 void UpdateIsGrounded()
95 {
96 Vector2 position = new Vector2( transform.position.x, transform.position.y );
97
98 RaycastHit2D hit = Physics2D.Raycast( position, -Vector2.up, 0.1f, 1 << LayerMask.NameToLayer( "Ground" ) );
99
100 m_IsGrounded = hit.collider != null;
101 m_Animator.SetBool( "IsGrounded", m_IsGrounded );
102 }
File name: PunStartup.cs
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34 static void OnUpdate()
35 {
36 bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
37 if (doneBefore)
38 {
39 EditorApplication.update -= OnUpdate;
40 return;
41 }
42
43 if (String.IsNullOrEmpty(EditorApplication.currentScene) && EditorBuildSettings.scenes.Length == 0)
44 {
45 #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
46 if (EditorApplication.isUpdating) return;
47 #endif
48
49 LoadPunDemoHub();
50 SetPunDemoBuildSettings();
51 EditorPrefs.SetBool("PunDemosOpenedBefore", true);
52 Debug.Log("No scene was open. Loaded PUN Demo Hub Scene and added demos to build settings. Ready to go! This auto-setup is now disabled in this Editor.");
53 }
54 }
File name: IdleRunJump.cs
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33 void Update ()
34 {
35 if( m_PhotonView.isMine == false && PhotonNetwork.connected == true )
36 {
37 return;
38 }
39
40 if (animator)
41 {
42 AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
43
44 if (stateInfo.IsName("Base Layer.Run"))
45 {
46 if (Input.GetButton("Fire1")) animator.SetBool("Jump", true);
47 }
48 else
49 {
50 animator.SetBool("Jump", false);
51 }
52
53 if(Input.GetButtonDown("Fire2") && animator.layerCount >= 2)
54 {
55 animator.SetBool("Hi", !animator.GetBool("Hi"));
56 }
57
58
59 float h = Input.GetAxis("Horizontal");
60 float v = Input.GetAxis("Vertical");
61
62 if( v < 0 )
63 {
64 v = 0;
65 }
66
67 animator.SetFloat( "Speed", h*h+v*v );
68 animator.SetFloat( "Direction", h, DirectionDampTime, Time.deltaTime );
69
70 float direction = animator.GetFloat( "Direction" );
71
72 float targetSpeedModifier = Mathf.Abs( v );
73
74 if( Mathf.Abs( direction ) > 0.2f )
75 {
76 targetSpeedModifier = TurnSpeedModifier;
77 }
78
79 m_SpeedModifier = Mathf.MoveTowards( m_SpeedModifier, targetSpeedModifier, Time.deltaTime * 25f );
80
81 Vector3 speed = transform.forward * SynchronizedMaxSpeed * m_SpeedModifier;
82 float turnSpeed = direction * SynchronizedTurnSpeed;
83
84 /*float moveDistance = Vector3.Distance( transform.position, m_LastPosition ) / Time.deltaTime;
85
86 if( moveDistance < 4f && turnSpeed == 0f )
87 {
88 speed = transform.forward * moveDistance;
89 }*/
90
91 //Debug.Log( moveDistance );
92 //Debug.Log( speed + " - " + speed.magnitude + " - " + speedModifier + " - " + h + " - " + v );
93
94 m_TransformView.SetSynchronizedValues( speed, turnSpeed );
95
96 //m_LastPosition = transform.position;
97 }
98 }
File name: PhotonAnimatorView.cs
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275 void DeserializeDataContinuously()
276 {
277 if( m_StreamQueue.HasQueuedObjects() == false )
278 {
279 return;
280 }
281
282 for( int i = 0; i < m_SynchronizeLayers.Count; ++i )
283 {
284 if( m_SynchronizeLayers[ i ].SynchronizeType == SynchronizeType.Continuous )
285 {
286 m_Animator.SetLayerWeight( m_SynchronizeLayers[ i ].LayerIndex, (float)m_StreamQueue.ReceiveNext() );
287 }
288 }
289
290 for( int i = 0; i < m_SynchronizeParameters.Count; ++i )
291 {
292 SynchronizedParameter parameter = m_SynchronizeParameters[ i ];
293
294 if( parameter.SynchronizeType == SynchronizeType.Continuous )
295 {
296 switch( parameter.Type )
297 {
298 case ParameterType.Bool:
299 m_Animator.SetBool( parameter.Name, (bool)m_StreamQueue.ReceiveNext() );
300 break;
301 case ParameterType.Float:
302 m_Animator.SetFloat( parameter.Name, (float)m_StreamQueue.ReceiveNext() );
303 break;
304 case ParameterType.Int:
305 m_Animator.SetInteger( parameter.Name, (int)m_StreamQueue.ReceiveNext() );
306 break;
307 case ParameterType.Trigger:
308
309 break;
310 }
311 }
312 }
313 }
File name: PhotonAnimatorView.cs
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350 void DeserializeDataDiscretly( PhotonStream stream )
351 {
352 for( int i = 0; i < m_SynchronizeLayers.Count; ++i )
353 {
354 if( m_SynchronizeLayers[ i ].SynchronizeType == SynchronizeType.Discrete )
355 {
356 m_Animator.SetLayerWeight( m_SynchronizeLayers[ i ].LayerIndex, (float)stream.ReceiveNext() );
357 }
358 }
359
360 for( int i = 0; i < m_SynchronizeParameters.Count; ++i )
361 {
362 SynchronizedParameter parameter = m_SynchronizeParameters[ i ];
363
364 if( parameter.SynchronizeType == SynchronizeType.Discrete )
365 {
366 switch( parameter.Type )
367 {
368 case ParameterType.Bool:
369 if( stream.PeekNext() is bool == false )
370 {
371 return;
372 }
373
374 m_Animator.SetBool( parameter.Name, (bool)stream.ReceiveNext() );
375 break;
376 case ParameterType.Float:
377 if( stream.PeekNext() is float == false )
378 {
379 return;
380 }
381
382 m_Animator.SetFloat( parameter.Name, (float)stream.ReceiveNext() );
383 break;
384 case ParameterType.Int:
385 if( stream.PeekNext() is int == false )
386 {
387 return;
388 }
389
390 m_Animator.SetInteger( parameter.Name, (int)stream.ReceiveNext() );
391 break;
392 case ParameterType.Trigger:
393
394 break;
395 }
396 }
397 }
398 }
File name: VSCode.cs
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88 {
89 get
90 {
91 return EditorPrefs.GetBool("VSCode_Debug", false);
92 }
93 set
94 {
95 EditorPrefs.SetBool("VSCode_Debug", value);
96 }
97 }
File name: VSCode.cs
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106 {
107 get
108 {
109 return EditorPrefs.GetBool("VSCode_Enabled", false);
110 }
111 set
112 {
113 // When turning the plugin on, we should remove all the previous project files
114 if (!Enabled && value)
115 {
116 ClearProjectFiles();
117 }
118 EditorPrefs.SetBool("VSCode_Enabled", value);
119 }
120 }
File name: VSCode.cs
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122 {
123 get
124 {
125 return EditorPrefs.GetBool("VSCode_UseUnityDebugger", false);
126 }
127 set
128 {
129 if ( value != UseUnityDebugger ) {
130
131 // Set value
132 EditorPrefs.SetBool("VSCode_UseUnityDebugger", value);
133
134 // Do not write the launch JSON file because the debugger uses its own
135 if ( value ) {
136 WriteLaunchFile = false;
137 }
138
139 // Update launch file
140 UpdateLaunchFile();
141 }
142 }
143 }
File name: VSCode.cs
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149 {
150 get
151 {
152 return EditorPrefs.GetBool("VSCode_AutoOpenEnabled", false);
153 }
154 set
155 {
156 EditorPrefs.SetBool("VSCode_AutoOpenEnabled", value);
157 }
158 }
SetBool 131 lượt xem
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