PlayAnimations | A demo of various animation in latest PlayGames | Animation library

 by   naman14 Java Version: Current License: No License

kandi X-RAY | PlayAnimations Summary

kandi X-RAY | PlayAnimations Summary

PlayAnimations is a Java library typically used in User Interface, Animation applications. PlayAnimations has no vulnerabilities, it has build file available and it has low support. However PlayAnimations has 2 bugs. You can download it from GitHub.

A demo of various animation in latest PlayGames app using the Transition framework of Android. Minimum SDK>21. This is not a backport of Transition Framework. This demo works above Lollipop only. Google Play | Youtube. #Usage When launching another activity,specify the views where you want to perform transition and pass it as a bundle. The launching activity and the launched activity should have common views to perform transition on that pair of views. Specify the attribute android:transitionName="cover" in both the view of two activities.Transition framework will look for the views with same transitionName attribute and will apply the auto transition on them. We will specify the transition in our theme. Add this attribute to your v21 theme. We will define our own custom Transition instead of the default Transition. #####res/transition/shared_element.xml.
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            kandi-support Support

              PlayAnimations has a low active ecosystem.
              It has 416 star(s) with 80 fork(s). There are 13 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. On average issues are closed in 1932 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of PlayAnimations is current.

            kandi-Quality Quality

              PlayAnimations has 2 bugs (0 blocker, 0 critical, 0 major, 2 minor) and 27 code smells.

            kandi-Security Security

              PlayAnimations has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              PlayAnimations code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              PlayAnimations does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              PlayAnimations releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              PlayAnimations saves you 474 person hours of effort in developing the same functionality from scratch.
              It has 1117 lines of code, 78 functions and 24 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed PlayAnimations and discovered the below as its top functions. This is intended to give you an instant insight into PlayAnimations implemented functionality, and help decide if they suit your requirements.
            • Creates an Animator which can be used to draw an animation based on start and end values
            • Adds a view to the view root
            • Creates a circular reveal animation
            • Calculates maximum radius for a view
            • Sets the values of the listViewHolder
            • Gets the cover value
            • Gets the icon
            • Gets the game name
            • Region View
            • Sets the icon
            • Sets the name of the game
            • Setup the game list
            • This method is called when the screen is created
            • Sets up the game list
            • Capture end values
            • Capture the bounds of the transition values
            • Set the icon for all gamesViewHolder
            • This method is used to create recent games list
            • Create view holder
            • Returns the item count
            • Initializes the activity
            • Override this method to show the github menu item
            • Capture start values
            • Initialize the shared element
            • Returns the number of recent items
            Get all kandi verified functions for this library.

            PlayAnimations Key Features

            No Key Features are available at this moment for PlayAnimations.

            PlayAnimations Examples and Code Snippets

            No Code Snippets are available at this moment for PlayAnimations.

            Community Discussions

            QUESTION

            Value changed but the chart doesn't Swift
            Asked 2020-Aug-04 at 10:10

            I'm using the Macaw framework for my charts. There's only one problem that if it the first time shows the "X" chart, it will always(until closing app) show the "X" chart. But the data is changing(I saw it in the debugger).

            Here is the snippet of my "DahlichViewController".

            ...

            ANSWER

            Answered 2020-Aug-02 at 15:20

            Try calling setNeedsLayout() at the end of your updateDisplay() function.

            Source https://stackoverflow.com/questions/63216461

            QUESTION

            How to run a class again after is has been initialised
            Asked 2020-May-20 at 10:40

            I have a graph which I want to load with data with recent results.

            Here is a screenshot to show you what it looks like.

            I am able to display the initial data correctly, however after that I cannot update the view to display the new data added to it.

            The graph is a view on storyboard with custom class MacawChartView.

            ...

            ANSWER

            Answered 2020-May-20 at 10:40

            The documentation isn't great for this library, but here's a solution for you. I started with the example project on gitHub, but I removed the init function and made the data var

            Source https://stackoverflow.com/questions/61905079

            QUESTION

            Unity2D: Can't balance wall jump forces
            Asked 2019-Dec-16 at 19:19

            My intention is to make my character wall jump/climb/slide, I got the sliding part working fine, but if he jumps while wall sliding, he should "bounce" back to the wall, the problem is that I can't balance the forces. In all tutorial I saw, it is simply a matter of detecting if the character is wall sliding, and if he is and he jumps, then you add a force oposite to the wall.

            This is not working for me, because if I add enough force to make him jump, he goes way too fast and the player can barely see he jumped, he just sees that the character is now higher on the wall. If I add a smaller amount of force, it isn't enough to make a considerable jump and the player would have to hit space a thousand times to make him go up a few centimeters on the wall.

            Any help is appreciated, I already tried a lot of things, even tried to freeze the controls, set gravity scale to 0 and make the character fo to the right points using MoveTowards, that is how desperate I am.

            I'm also really new to Unity so I might be missing something really simple.

            Here is a gif showing the character's behavior: https://imgur.com/a/TgUHzP6

            And here is the relevant parts of my character's script:

            ...

            ANSWER

            Answered 2018-Oct-10 at 21:11

            As you've attempted before, you will need to reduce your horizontal jump acceleration/velocity on the jump.

            When you wall jump, you'll be pressing towards the wall. And as your code is currently, while you are in the air, your horizontal velocity is set to be in the direction you press. This makes any horizontal movement from the wall jump very hard to see, unless it's large enough to push you very far in one frame.

            This (as well as the change we discussed in the comments) is why your previous attempts with low walljump magnitudes didn't work.

            To fix this, you have to change how your air control works. One way of going about it is making it add a clamped modifier to your horizontal velocity instead of setting it directly to the target velocity.

            Source https://stackoverflow.com/questions/52728147

            QUESTION

            Why the character is rotating too fast?
            Asked 2019-Jan-09 at 13:01
            using System.Collections;
            using System.Collections.Generic;
            using UnityEngine;
            
            public class AnimatorController : MonoBehaviour
            {
                public Animator[] animators;
                public Transform target;
                public float speed = 1f;
                public float rotationSpeed;
                public bool slowDown = false;
                public PlayAnimations playanimation;
            
                private bool endRot = false;
                private bool endRotation = false;
                private Vector3 center;
                private bool StartWaitingAnim = true;
            
                // Use this for initialization
                void Start()
                {
                    center = target.GetComponent().bounds.center;
            
                    for (int i = 0; i < animators.Length; i++)
                    {
                        animators[i].SetFloat("Walking Speed", speed);
                    }
                }
            
                // Update is called once per frame
                void Update()
                {
                    float distanceFromTarget = Vector3.Distance(animators[2].transform.position, target.position);
            
                    for (int i = 0; i < animators.Length; i++)
                    {
                        animators[2].transform.position = Vector3.MoveTowards(animators[2].transform.position, center, 0);
                    }
            
                    if (slowDown)
                    {
                        if (distanceFromTarget < 10)
                        {
                            float speed = (distanceFromTarget / 10) / 1;
                            for (int i = 0; i < animators.Length; i++)
                            {
                                animators[i].SetFloat("Walking Speed", speed);
                            }
                        }
                    }
            
                    if (distanceFromTarget < 5f)
                    {
                        for (int i = 0; i < animators.Length; i++)
                        {
                            animators[i].SetBool("Idle", true);
            
                            if (StartWaitingAnim == true)
                            {
                                StartCoroutine(WaitForAnimation());
                                StartWaitingAnim = false;
                            }
            
                            RotateCharacters(2);
                        }
            
                        if (!endRot)
                        {
                            Quaternion goalRotation = Quaternion.Euler(0f, 180f, 0f);
                            float angleToGoal = Quaternion.Angle(
                                    goalRotation,
                                    animators[0].transform.localRotation);
                            float angleThisFrame = Mathf.Min(angleToGoal, rotationSpeed * Time.deltaTime);
            
                            // use axis of Vector3.down to keep angles positive for ease of use
                            animators[0].transform.Rotate(Vector3.up, angleThisFrame);
                            animators[1].transform.Rotate(Vector3.down, angleThisFrame);
            
                            // We end if we rotated the remaining amount.
                            endRot = (angleThisFrame == angleToGoal);
                        }
                        {
                            animators[0].SetBool("Rifle Aiming Idle", true);
                            animators[1].SetBool("Rifle Aiming Idle", true);
                        }
                    }
                }
            
                private void RotateCharacters(int CharacterIndexToRotate)
                {
                    if (!endRotation && waitangimation == true)
                    {
                        Quaternion goalRotation = Quaternion.Euler(0f, -90f, 0f);
                        float angleToGoal = Quaternion.Angle(
                                goalRotation,
                                animators[CharacterIndexToRotate].transform.localRotation);
                        float angleThisFrame = Mathf.Min(angleToGoal, 100 * Time.deltaTime);
            
                        animators[CharacterIndexToRotate].transform.Rotate(Vector3.down, angleThisFrame);
            
                        endRotation = (angleThisFrame == angleToGoal);
                    }
                    else
                    {
                            animators[2].SetBool("Magic Pack", true);
                    }
                }
            
                bool waitangimation = false;
                IEnumerator WaitForAnimation()
                {
                    yield return new WaitForSeconds(3);
                    waitangimation = true;
                }
            }
            
            ...

            ANSWER

            Answered 2019-Jan-09 at 13:01

            You call RotateCharacters with 2 as parameter as opposed to the loop variable i.

            So you rotate animators[2] in every loop-iteration.

            Source https://stackoverflow.com/questions/54107668

            QUESTION

            Why I'm getting exception InvalidOperationException when trying to play animation clips?
            Asked 2019-Jan-07 at 20:58
            using System.Collections;
            using System.Collections.Generic;
            using System.IO;
            using System.Linq;
            using UnityEngine;
            
            public static class IListExtensions
            {
                public static void Shuffle(this IList ts)
                {
                    var count = ts.Count;
                    var last = count - 1;
                    for (var i = 0; i < last; ++i)
                    {
                        var r = UnityEngine.Random.Range(i, count);
                        var tmp = ts[i];
                        ts[i] = ts[r];
                        ts[r] = tmp;
                    }
                }
            }
            
            public class PlayAnimations : MonoBehaviour
            {
                public Animator animator;
                private AnimationClip[] clips;
                private List clipsList = new List();
                private string[] names;
            
                private void Awake()
                {
                    clips = animator.runtimeAnimatorController.animationClips;
            
                    for (int i = 0; i < clips.Length; i++)
                    {
                        if (clips[i].name.Contains("mixamo"))
                        {
                            clipsList.Add(clips[i]);
                        }
                    }
                }
            
                public void Init()
                {
                    if (clipsList.Count > 0)
                    {
                        StartCoroutine(PlayRandomly());
                    }
                }
            
                private IEnumerator PlayRandomly()
                {
                    while (true)
                    {
                        clipsList.Shuffle();
            
                        foreach (var randClip in clipsList)
                        {
                            animator.Play(randClip.name);
                            yield return new WaitForSeconds(randClip.length);
                        }
                    }
                }
            }
            
            ...

            ANSWER

            Answered 2019-Jan-07 at 20:58

            You are starting your Coroutine multiple times within the Update of the AnimatorController in

            Source https://stackoverflow.com/questions/54080970

            QUESTION

            How can I play all animations clips from animator controller one by one?
            Asked 2018-Dec-31 at 11:53

            The main goal is to play all the animations in the List one by one to play the first one to wait for it to finish playing and then start the next one.

            ...

            ANSWER

            Answered 2018-Dec-31 at 11:53

            You are starting all Coroutines for different states/animations at the "same" time (at least in the same frame) so they all run animator.Play "concurrently".

            So in the first frame both Coroutines set the according state, first for the first animation, than for the second animation, etc.

            => you only have the last one in the list actually running because it is the only one that doesn't get "overruled" by a following animator.Play call.

            Instead move your for-loop to the Coroutine:

            Source https://stackoverflow.com/questions/53984036

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install PlayAnimations

            You can download it from GitHub.
            You can use PlayAnimations like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the PlayAnimations component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            git@github.com:naman14/PlayAnimations.git

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