How To Use Animation Condition In Unity Code
Country Machine Transitions
Animation Parameters
Animation Parameters are variables that are divers within an Animator Controller Controls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled past Animation Parameters. The aforementioned Animator Controller can exist referenced by multiple models with Animator components. More info
See in Glossary that can be accessed and assigned values from scripts A slice of code that allows yous to create your own Components, trigger game events, modify Component backdrop over time and reply to user input in whatever way you like. More info
Run across in Glossary . This is how a script tin can command or impact the period of the state motorcar The set of states in an Animator Controller that a graphic symbol or blithe GameObject tin can be in, along with a set of transitions between those states and a variable to call up the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info
See in Glossary .
For instance, the value of a parameter can be updated by an animation curve and so accessed from a script so that, say, the pitch of a audio effect tin can be varied as if it were a piece of animation. Likewise, a script can gear up parameter values to be picked upward by Mecanim. For example, a script tin can set a parameter to command a Blend Tree.
Default parameter values can be set using the Parameters section of the Animator window The window where the Animator Controller is visualized and edited. More info
See in Glossary , selectable in the top right corner of the Animator window. They tin be of four basic types:
- Integer - a whole number
- Float - a number with a fractional part
- Bool - true or false value (represented by a checkbox)
- Trigger - a boolean parameter that is reset past the controller when consumed past a transition (represented by a circle push)
Parameters can exist assigned values from a script using functions in the Animator course: SetFloat, SetInteger, SetBool, SetTrigger and ResetTrigger.
Here's an case of a script that modifies parameters based on user input and collision A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at to the lowest degree one has a Rigidbody component and is in motion. More info
See in Glossary detection.
using UnityEngine; using Arrangement.Collections; public course SimplePlayer : MonoBehaviour { Animator animator; // Use this for initialization void Starting time () { animator = GetComponent<Animator>(); } // Update is called once per frame void Update () { bladder h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); bool fire = Input.GetButtonDown("Fire1"); animator.SetFloat("Forward",v); animator.SetFloat("Strafe",h); animator.SetBool("Burn down", burn down); } void OnCollisionEnter(Collision col) { if (col.gameObject.CompareTag("Enemy")) { animator.SetTrigger("Dice"); } } }
Land Auto Transitions
Source: https://docs.unity3d.com/Manual/AnimationParameters.html
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