42 lines
1.8 KiB
C#
42 lines
1.8 KiB
C#
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namespace Invector
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{
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public class vAnimatorSetBool : vAnimatorSetValue<bool>
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{
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[vHelpBox("Random Value between True and False")]
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public bool randomEnter;
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public bool randomExit;
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protected override bool GetEnterValue()
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{
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return randomEnter ? UnityEngine.Random.Range(0,100)>50 : base.GetEnterValue();
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}
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protected override bool GetExitValue()
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{
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return randomExit ? UnityEngine.Random.Range(0, 100)>50 : base.GetExitValue();
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}
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
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//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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//
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//}
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}
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}
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