UpdateAnimation









How do I use Update Animation
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: RPGMovement.cs Copy
30     void Update()
31     {
32         if( m_PhotonView.isMine == true )
33         {
34             ResetSpeedValues();
35
36             UpdateRotateMovement();
37
38             UpdateForwardMovement();
39             UpdateBackwardMovement();
40             UpdateStrafeMovement();
41
42             MoveCharacterController();
43             ApplyGravityToCharacterController();
44
45             ApplySynchronizedValues();
46         }
47
48         UpdateAnimation();
49     }
File name: RPGMovement.cs Copy
51     void UpdateAnimation()
52     {
53         Vector3 movementVector = transform.position - m_LastPosition;
54
55         float speed = Vector3.Dot( movementVector.normalized, transform.forward );
56         float direction = Vector3.Dot( movementVector.normalized, transform.right );
57
58         if( Mathf.Abs( speed ) < 0.2f )
59         {
60             speed = 0f;
61         }
62
63         if( speed > 0.6f )
64         {
65             speed = 1f;
66             direction = 0f;
67         }
68
69         if( speed >= 0f )
70         {
71             if( Mathf.Abs( direction ) > 0.7f )
72             {
73                 speed = 1f;
74             }
75         }
76
77         m_AnimatorSpeed = Mathf.MoveTowards( m_AnimatorSpeed, speed, Time.deltaTime * 5f );
78
79         m_Animator.SetFloat( "Speed", m_AnimatorSpeed );
80         m_Animator.SetFloat( "Direction", direction );
81
82         m_LastPosition = transform.position;
83     }
File name: EnemyController.cs Copy
37  void UpdateAnimationState(){
38   if(hitPoints <= 5){
39    animator.SetTrigger ("isDamage");
40   }
41  }
File name: EnemyController.cs Copy
43  void OnCollisionEnter2D(Collision2D collision){
44   if(collision.relativeVelocity.magnitude > damageCounter){
45    hitPoints -= Mathf.RoundToInt(collision.relativeVelocity.magnitude);
46    UpdateScoreStatus (Mathf.RoundToInt (collision.relativeVelocity.magnitude));
47    if(GameController.instance != null && MusicController.instance != null){
48     if(GameController.instance.isMusicOn){
49      if (gameObject != null) {
50       AudioSource.PlayClipAtPoint (hurt, transform.position);
51      }
52     }
53    }
54   }
55
56
57   UpdateAnimationState ();
58
59   if(hitPoints <= 0){
60    Death ();
61
62    if(collision.gameObject.CompareTag("Player Bullet")){
63     bounce = collision.transform.GetComponent ().velocity;
64     bounce.y = 0f;
65     collision.transform.GetComponent ().velocity = bounce;
66
67    }
68   }
69  }
File name: Animation.cs Copy
29         public void Update()
30         {
31             if (isRunning)
32             {
33                 UpdateAnimation();
34             }
35         }
File name: Animation.cs Copy
37         private void UpdateAnimation()
38         {
39             stateTime += Time.deltaTime;
40             if (stateTime >= durationOneFrame)
41             {
42                 if (isFinish)
43                 {
44                     if (destroyWhenFinish)
45                     {
46                         Destroy(gameObject);
47                         return;
48                     }
49                 }
50                 currentIndex++;
51                 if (currentIndex == frame - 1)
52                 {
53                     if (!repeat)
54                         isFinish = true;
55                 }
56                 if (currentIndex == frame)
57                     currentIndex = 0;
58                 stateTime = 0;
59                 gameObject.GetComponent().sprite = sprites[currentIndex];
60             }
61         }

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