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3

Here: perlin.lerp(v, perlin.lerp(u, perlin.grad(self[AB + 2], x , y , z - 1), This should have AA + 2 instead.


3

There are two common ways to animate something. One of them is what you described: morphs or per-vertex animation. You have number of different models representing each frame in your animation, and you interpolate the position of the vertices individually between the previous frame and the next to achieve smooth animation. This technique is usually applied ...


2

You can override the size of the enum, if needed: enum CombatMove : int //implied, 32-bits, max value 2147483647 { RightMiddleJab = 0, //0 LeftMiddleJab = 1, //1 RightUpperJab = 3, //3 LeftUpperJab, //4 } And since you can cast them, there is probably no reason to refer to them by name: CombatMove combatMove = CombatMove.LeftUpperJab; ...


1

I can't understand your question but refer this URL to Create more then animation to one gameobject https://www.youtube.com/watch?v=O_0gZuqW6y8 https://www.youtube.com/watch?v=giSjcA109CE https://www.youtube.com/watch?v=MtJhZ4pJXlM


1

Animator.Play() works with the state in the Animator not the actual animation. I'm guessing you are not returning from the Flip-Forward state. Make sure to create a transition from to that state back to the default state and that the transition Has Exit Time property be ticked. This is a simple example of how the state machine should look. However I ...


1

I would decouple the different concepts, and having 3 systems with separate goals: Position/Render system: updates/applies the visual position of your object every time this is rendered (60Hz) Logic system: takes decisions like "now I want to go towards point B" (15 Hz) Motion (or similar) system: "translates" the decisions taken by the Logic into whatever ...


1

You can do this by storing the AnimationCurve variable in a ScriptableObject. Unlike MonoBehaviours that are attached to GameObjects, ScriptableObjects are created as scene independent assets, so they're not reset when exiting playmode.


1

You cant save complex types in PlayerPrefs. You can only save floats,ints and strings. I suggest you search online for a way to serialize the AnimationCurve object. Maybe you can use a binnary formatter like here. In one of my projects i used ProtoBuff to serialize my own classes and it works great on both android and iOS. Here is a nifty tutorial


1

Would this do it? enum CombatMove { RightMiddleJab, LeftMiddleJab, RightUpperJab, LeftUpperJab, LastCombatMove, Unknown } call example.. CombatMove move; if( findCombatMove("RightUpperJab", out move) == true ) { // do something with move int intValue = (int)(move); } . ...



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