Game Development Reference
In-Depth Information
Let's now give those transition connects some information on how to act so that
rather than playing in a loop, they actually play when we want them to. Click
on PlayerIdleAnimation , then click on the transition, and then look over in the
inspector. The transition has some simple data that it uses to know when to go to
the connected animation. In this case, the animation simply waits until the time has
reached 1 second, then goes to the next animation--which is why this condition is
specified as Exit Time with the property of 1.00 . Let's change this to use our Boolean
Walking state instead. The Exit Time condition is good when you wish to blend two
animations; however, for the sake of this animation, it will simply play or not play;
therefore, Boolean. Click on Exit Time to reveal it as a pop up. The Walking Boolean
has already been listed for us; click on that. All you need to do now is make sure
that the transition going into PlayerWalkingAnimation has True as the Walking
condition, and the transition going into PlayerIdleAnimation has False as the
Walking condition. The following screenshot shows what the animation should
now look like:
With that completed, we can go ahead and test! Perform the following steps:
1.
Hit Play in the game.
2.
With the game running, select the Player object.
3.
In the Animator tab, select the checkbox next to Walking under Parameters .
When the checkbox is active, the walking animation will play, whereas when the
checkbox is inactive, the idle animation will play. It really is as simple as that.
 
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