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Platformer Pro
2.3.2
A platform game kit for Unity.
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An animator that sends sets state and previous state on a mecanim controller. Typically used for 3D models. More...
Public Attributes | |
bool | ensureStatePlaysForOneFrame = true |
Check animator to ensure state plays for at least one frame. More... | |
List< AnimatorControllerMapping > | mappings |
Maps from states to animator overrides. More... | |
Protected Member Functions | |
virtual void | ActualUpdate () |
Implements the update code so it can be reused. More... | |
virtual void | Init () |
Init this instance. More... | |
virtual void | AnimationStateChanged (object sender, AnimationEventArgs args) |
Handles animation state changed. More... | |
virtual void | HandleRespawned (object sender, CharacterEventArgs e) |
Handle character respawns by resetting animation state. More... | |
Protected Attributes | |
Dictionary< string, AnimatorOverrideController > | animationStateOverrideLookup |
Lookup table of states to animator overrides. More... | |
RuntimeAnimatorController | defaultController |
Store default controller. More... | |
IMob | myCharacter |
Cached reference to the character. More... | |
Animator | myAnimator |
Cached reference to the animator. More... | |
AnimationState | state |
The state currently playing. More... | |
AnimationState | queuedState |
The animation state that should play next. More... | |
bool | hasPlayed |
Track if we have played an animation. If we play multiple animations faster than mecanim can handle it will sometimes not play the latest state. More... | |
ProjectileAimer | aimer |
Cached reference to an aimer. More... | |
Static Protected Attributes | |
const float | OneShotLength = 0.25f |
A work around for the very limited runtimeinformation available from Mecaim. If a clip is shorter than this it will play from the start when animators are changed instead of playing from the normalized time. More... | |
static string[] | nonAimingStates = {AnimationState.DEATH.AsString (), AnimationState.GAME_OVER.AsString ()} |
States that never show aiming animations. You could extend this list in your own class. More... | |
An animator that sends sets state and previous state on a mecanim controller. Typically used for 3D models.
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protectedvirtual |
Implements the update code so it can be reused.
Reimplemented in PlatformerPro.MecanimAnimationBridge_3DExtraParams.
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protectedvirtual |
Handles animation state changed.
sender | Sender. |
args | Arguments. |
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protectedvirtual |
Handle character respawns by resetting animation state.
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protectedvirtual |
Init this instance.
Reimplemented in PlatformerPro.MecanimAnimationBridge_3DExtraParams.
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protected |
Cached reference to an aimer.
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protected |
Lookup table of states to animator overrides.
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protected |
Store default controller.
bool PlatformerPro.MecanimAnimationBridge_3D.ensureStatePlaysForOneFrame = true |
Check animator to ensure state plays for at least one frame.
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protected |
Track if we have played an animation. If we play multiple animations faster than mecanim can handle it will sometimes not play the latest state.
List<AnimatorControllerMapping> PlatformerPro.MecanimAnimationBridge_3D.mappings |
Maps from states to animator overrides.
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protected |
Cached reference to the animator.
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protected |
Cached reference to the character.
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staticprotected |
States that never show aiming animations. You could extend this list in your own class.
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staticprotected |
A work around for the very limited runtimeinformation available from Mecaim. If a clip is shorter than this it will play from the start when animators are changed instead of playing from the normalized time.
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protected |
The animation state that should play next.
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protected |
The state currently playing.