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PigChef plays idle and walk animations

Created action to set a bool parameter on the state machine
/main
Ciro Continisio 4 年前
当前提交
8504c55f
共有 12 个文件被更改,包括 697 次插入714 次删除
  1. 13
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/Pig.controller
  2. 623
      UOP1_Project/Assets/Prefabs/GameplayEssentials/CameraSystem.prefab
  3. 673
      UOP1_Project/Assets/Scenes/TestingGround.unity
  4. 2
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/Walk.asset
  5. 1
      UOP1_Project/Assets/ScriptableObjects/Protagonist/States/Idle.asset
  6. 1
      UOP1_Project/Assets/ScriptableObjects/Protagonist/States/Walking.asset
  7. 16
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/SetWalkingToFalse.asset
  8. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/SetWalkingToFalse.asset.meta
  9. 16
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/SetWalkingToTrue.asset
  10. 8
      UOP1_Project/Assets/ScriptableObjects/Protagonist/Actions/SetWalkingToTrue.asset.meta
  11. 39
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AnimatorBoolActionSO.cs
  12. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AnimatorBoolActionSO.cs.meta

13
UOP1_Project/Assets/Art/Characters/PigChef/Animation/Pig.controller


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623
UOP1_Project/Assets/Prefabs/GameplayEssentials/CameraSystem.prefab


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UOP1_Project/Assets/Scenes/TestingGround.unity
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39
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/AnimatorBoolActionSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "SetAnimatorBoolAction", menuName = "State Machines/Actions/Set Animator Bool")]
public class AnimatorBoolActionSO : StateActionSO
{
[SerializeField] private string _parameterName = default;
[SerializeField] private bool _newValue = default;
protected override StateAction CreateAction() => new AnimatorParameterAction(_parameterName, _newValue);
}
public class AnimatorParameterAction : StateAction
{
//Component references
private Animator _animator;
private int _parameterHash;
private bool _newValue;
public AnimatorParameterAction(string parameterName, bool newValue)
{
_parameterHash = Animator.StringToHash(parameterName);
_newValue = newValue;
}
public override void Awake(StateMachine stateMachine)
{
_animator = stateMachine.GetComponent<Animator>();
}
public override void OnStateEnter()
{
_animator.SetBool(_parameterHash, _newValue);
}
public override void OnUpdate() { }
}

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