the pictureTo switch the layer state to the parameters stateClick the + sign below the eye, I choose the bool typemodifying variable names(8) Check AniTest01 or that root anitest01→anitest02 this → all canIn the right-hand view panel, CAS sees(9) Click the plus sign in the lower right corner to add a anitest01→anitest02 conditionSame method, add anitest02→anitest01 execution conditionHere The tick indicates true for the condition to execute(10) Finally add a
Animated blend tree blend trees Adjust the playback speed of the animation segment:
0 animations do not play
-1 Animation backwards playback: If only the "Go forward" animation, you can become "go backwards" animation
Tick whether the animation is mirrored
Animation module not much to say, more is to practice accumulated experienceAnimator Animation Controller
Animatorcontrollerlayer state layer, the higher the layer level, the higher the action priority
Animatorstatemachine State Machine
Subanimatorstatemachine Sub-state machine
Runtimeanimatorcontroller Runtime Animation state machine animat
cause
The Button in the Unity GUI can associate animation events by changing the Transition type to animate,Toggle components can also, but these animation events are not notification events when the Toggle value changes, so special notification animation events are required. Solve
Simple
unityengine; usingsystem.collections; public classPlayercontrol:monobehaviour {[hideininspector] public BOOLFacingright =true;//to determine which way the player is facing[hideininspector] public BOOLJump =false;//determine if the player should jump public floatMoveforce = 365f;//Amount of added to move the player left and right . public floatMaxspeed = 5f;//Maximum speed the player can reach publicaudioclip[] jumpclips;//the sound of the player jumping public floatJumpforc
This article is translated from Unity Official document: https://docs.unity3d.com/Manual/Coroutines.html proper noun: coroutine process alpha opacity when you call a function, It will run until the end before returning. This actually means that any behavior that occurs in a function must occur in one frame update, and a function call cannot be used to contain a process animation or sequence of events. For e
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