PlayAnimations | A demo of various animation in latest PlayGames | Animation library
kandi X-RAY | PlayAnimations Summary
kandi X-RAY | PlayAnimations Summary
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.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
- 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
PlayAnimations Key Features
PlayAnimations Examples and Code Snippets
Community Discussions
Trending Discussions on PlayAnimations
QUESTION
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 15:20Try calling setNeedsLayout()
at the end of your updateDisplay()
function.
QUESTION
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 10:40The 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
QUESTION
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 21:11As 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.
QUESTION
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 13:01You call RotateCharacters
with 2
as parameter as opposed to the loop variable i
.
So you rotate animators[2]
in every loop-iteration.
QUESTION
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 20:58You are starting your Coroutine multiple times within the Update
of the AnimatorController
in
QUESTION
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 11:53You 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:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install PlayAnimations
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
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page