Read e-book online Applied .NET Attributes PDF

By Jason Bock, Tom Barnaby

ISBN-10: 1590591364

ISBN-13: 9781590591369

This e-book makes a speciality of part of .NET referred to as 'attributes'. Attributed programming is a characteristic of .NET that remains quite unexplored and unknown, but is intensely very important and may turn into extra very important over the years. Attributes are used to change the runtime habit of code within the .NET framework. The publication covers the basics of attributes, universal .NET attributes, use of customized attributes, and complicated innovations.

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Sample text

To achieve that, we need to set up the rest of the transitions. In the Animator window, let's add a new transition from WalkAnim to Idle and name it StopWalking. Then, we need to add a condition that will trigger the transition. This transition will use the parameter PlayerSpeed so that when its value becomes less than one the transition is triggered. Now that the transitions between Idle and WalkAnim are ready, let's do the same to the JumpAnim state. [ 41 ] Animations We need to make a transition from the Idle state to the JumpAnim state and vice-versa; we will name them StartJump and EndJump, respectively.

The Animator In order to display an animation on a game object, you will be using both Animator Components and Animator Controllers. These two work hand in hand to control the animation of any animated object that you might have, and are described below: Animator Controller uses a state-machine to manage the animation states and the transitions between one another, almost like a flow chart of animations. Animator Component uses an Animator Controller to define which animation clips to use and applies them on the game object when needed.

Sub-state nodes (marked grey): These are also called custom nodes. They are used typically to represent a state for an object where an event will occur (in our case, an animation will be played). Transitions (arrows): These allow state machines to switch between one another by setting the conditions that will be used by Animator to decide which state will be activated. To keep things organized, let's reorder the nodes in the grid. Drag the three sub-states right under the Entry node. Order them from left to right WalkAnim, New Animation, and JumpAnim.

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Applied .NET Attributes by Jason Bock, Tom Barnaby

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