I want to make customizable character in rive to change his outfit during runtime in flutter, and because there is no way to change assets during runtime I added them in rive and joined to my amimated bones. But i cant find the way to change them whem my main "anim" playing. I wish if I could do it with using inputs as an IDs of clothes.
workspace
I make a few animations-states which changes opacity and make visible one clothes and transparent others. I can change them with blend state in state machine but can`t play "anim" at the same time. I expect to someany offer me some way to change clothes
I don't know how to solve the problem, I change colors of the animation in this way, maybe I can help you to achieve it.
final bytes = await rootBundle.load(animationPath);
final RiveFile file = RiveFile.import(bytes);
_riveArtboard = file.mainArtboard
..forEachChild((c) {
if (c is Shape) {
if (c.name == 'SKY') {
c.fills.first.paint.colorFilter = ColorFilter.mode(
Customization.variable_6.withOpacity(.9),
BlendMode.lighten);
}
}
return true;
})
..addController(
_controller = SimpleAnimation('Untitled 1'),
);
Related
I have an app where I have an animated check mark made in rive. It is a one shot animation and I want to play it and have it stay in the end of the animation once it's done and then also be able to reverse it when the user clicks on it again. I tried using a SimpleAnimation but I also wasn't able to achieve what I want but it did stay after the animation was done. I don't, however, know how to play an animation and then reverse it or play another animation.
The check mark looks something like this: https://cln.sh/MwLFNs
They are two separate animations but they are copy pasted but in reverse so I can use either one or both.
What I need is to have the animation play and then when the user clicks on the check, I want the animation to change to another one which would then play. How can I achieve this?
Thanks for the help!
you can use State machines, get the state and decide what to do when you want
// Getting state machine
void _onRiveInit(Artboard artboard) async {
final controller =
StateMachineController.fromArtboard(artboard, 'State Machine 1');
if (controller != null) {
artboard.addController(controller);
_lick = controller.findInput<bool>('Lick') as SMITrigger;
}
}
void _onHandlerStateMachine() => _lick?.value = !_lick!.value;
_onRiveInit is a function that is fired when the Rive file is being loading,
after you get the controller to the state machine to modify his state (This is important the name of the State Machine has to be the same of the animation State machine name)
and to modified the value of the trigger your must get the reference on this way
_lick = controller.findInput('Lick') as SMITrigger;
then you can use
void _onHandlerStateMachine() => _lick?.value = !_lick!.value;
to put or remove the animation on any time, also you can have more than one trigger.
If your need that your animation do something and after a time do something else you can use a debouncer function
_debouncer.run(() {
_onHandlerStateMachine()
});
**Remember update the view if are using state management
when the rive file is load
// Loads a Rive file
Future<void> _loadRiveFile() async {
final bytes = await rootBundle.load(riveFileName);
RiveFile rFile = RiveFile.import(bytes);
final artboard = rFile.mainArtboard;
_onRiveInit(artboard);
globalArtboard = artboard
..addController(
_animationController = SimpleAnimation('idle'),
);
}
Here I have and example of a Rive animation of Teddy, using Flutter with provider
https://github.com/alcampospalacios/flutter-rive-animations
I tried to change the color via script on runtime of the cursor and it worked to 75%:
Mesh_top is the only part that does not change the color and I dont know why.
All 4 parts use the same material, named "cursormaterial".
What I tried:
Changing the color by referencing to cursormaterial
Changing the color by getting the component SkinnedMeshRenderer
Trying to use ProptertyBlock
In all three cases I got the same result. The only thing that works is before hitting play I can change the color, this will change the color of the whole cursor. Changing it on runtime works only for 3 of 4 parts...ยด
--Edit--
public SkinnedMeshRenderer cursorRendererOne, cursorRendererTwo, cursorRendererThree, cursorRendererFour;
private MaterialPropertyBlock _propBlock;
public Material material;
void Start()
{
_propBlock = new MaterialPropertyBlock();
}
public void OnInputDown(InputEventData eventData)
{
if (!isActivated)
{
//#1
material.color = Color.blue;
//#2
cursorRendererOne.sharedMaterial.color = Color.blue;
//#3
cursorRendererOne.GetPropertyBlock(_propBlock);
_propBlock.SetColor("_Color", Color.blue);
cursorRendererOne.SetPropertyBlock(_propBlock);
cursorRendererTwo.SetPropertyBlock(_propBlock);
cursorRendererThree.SetPropertyBlock(_propBlock);
cursorRendererFour.SetPropertyBlock(_propBlock);
isActivated = true;
}
Here u see the changed material, but the mesh_top looks but different:
This is a "Bug" (maybe an intended one?).
Open the Animation window (CTRL + 6)
And in the hierachy select the CursorVisual
If you now go to the animation called CursorWaitingAnim you can see there is a keyframe for the top_mesh color.
This single keyframe causes that the color of that tile can not be changed on runtime. The reason is that the animator runs after OnInputDown so it reverts the changes for any keyframed property.
So if you don't need the Waiting animation simply remove that keyframe.
=> you can manipulate the color at runtime again!
Alternatively you could replace it by a one that instead of fixing the color simply disables the SkinnedMeshRenderer instead which basically has more or less the same effect but doesn't screw the colors:
I am new to unity and for my project I need a gradient background which changes after a certain amount of time. I searched a lot and not able to get it . Can anyone please explain me step by step with respective coding and procedures. Reference to this type of background is the mobile game stack
I think you can make it normaly by create 2 background. After a certain amount of time just fade old background and enable new background. Code example:
void ChangeBackground()
{
newImage.gameObject.SetActive(true);
StartCoroutine(FadeImage(0.1f));
}
IEnumerator FadeImage(float speedStep)
{
Color newColor = oldImage.color;
while (newColor.a > 0)
{
newColor.a -= speedStep;
oldImage.color = newColor;
yield return null;
}
oldImage.gameObject.SetActive(false);
}
I'm trying to create a scroll grid view in which every cell object is tapable.
When a cell object is tapped I want to scale and traslate it to the center of the screen and render it above other cells.
I was able to make it tapable and scale it in its position. Now I want to move the cell object to the center of the screen and render it above other cells.
I've tried many solutions but none of them works.
This is my hierarchy:
This is the grid in normal state:
This is the grid when a cell was tapped:
I'm populating the grid from a C# script dynamically.
void Populate()
{
GameObject cardContainerInstance, cardInstance;
foreach (var c in cardsCollection.GetAll())
{
if (c.IsOwned)
{
cardContainerInstance = Instantiate(cardContainer, transform);
cardInstance = cardContainerInstance.transform.Find("Card").gameObject;
var cardManager = cardInstance.GetComponent<CardManager>();
cardManager.card = c;
cardManager.AddListener(this);
}
else
{
Instantiate(cardSlot, transform);
}
}
}
public void OnCardClick(GameObject cardObject, Card card)
{
Debug.Log("OnCardClick " + card.name);
if (openedCard != null) {
if (openedCard.Number == card.Number)
{
CloseCard(openedCardObject);
}
else
{
CloseCard(openedCardObject);
OpenCard(cardObject, card);
}
}
else
{
OpenCard(cardObject, card);
}
}
void OpenCard(GameObject cardObject, Card card)
{
//cardObject.GetComponent<Canvas>().sortingOrder = 1;
var animator = cardObject.GetComponent<Animator>();
animator.SetTrigger("Open");
openedCard = card;
openedCardObject = cardObject;
}
void CloseCard(GameObject cardObject)
{
var animator = cardObject.GetComponent<Animator>();
animator.SetTrigger("Close");
openedCard = null;
openedCardObject = null;
}
I can't figure out how to move the cell to the center and render it above others.
Note that all is animated using an animator attached to the object itself.
Could anyone help me please? Thank you very much!
EDIT: more details
All cell object have the following hierarchy:
where:
CardContainer is an empty object added to use animator on Card child object
Card is the object itself that has a script, a canvas renderer and an animator
StatsImage is the object that slide out when the card is tapped
Image is a calssic UIImage with Image script, Shadow script and canvas renderer
Other component are simple texts.
EDIT: fix in progress
Trying to apply this suggestions I was able to manage the rendering order (as you see on the image below) but it seems that prevent touch events to be detected on the game object.
I've added a GraphicsRaycaster too and now the bottom horizontal scroll view scrolls again but only if I click and drag a card.
Moreover, with the GraphicsRaycaster, the main grid card still are not clickable and it's possible to open the card only if it is behind the bottom panel (if I click on the red spot in the image below the card behind the panel receives che click)
This is the CardContainer at runtime(note that I'm attaching new Canvas and GraphicsRaycaster on the CardContainer, which is the "root" element):
You didn't clarify whether you are using a sprite renderer or some other method but here is an answer for each.
Sprite renderer:
this the simple one. In each sprite renderer, there is a variable called "sortingOrder" in script and "Order in layer" in the inspector. sprite renderer with sorting Orders that are higher is rendered first. All you would need to do is call:
cardObject.GetComponent<SpriteRenderer>().sortingOrder = 1;
when you click the card, and
cardObject.GetComponent<SpriteRenderer>().sortingOrder = 0;
when you unclick it. I hope that makes sense!
Other Method:
this one is a bit harder and I would suggest that you switch to sprite renderers and it will be much easier and more stable down the road, but I can understand if you have already written a lot of scripts and don't want to go back and change them.
Anyway, all you will need to do Is create two layers: cardLower and cardUpper. then create a new camera and call it topCamera. now under the top camera object in the inspector, change the culling mask (it's near the top) and make sure cardUpper is selected. then change the Clear flags (first one) to "Don't Clear" finally change the depth to 0 (if that doesn't work change it to -2). Now objects in the cardUpper will always be rendered above everything else. You can change the layer through script with
cardObject.layer = "cardUpper"
or
cardObject.layer = "cardLower"
I hope that helps!
Ok, so its pretty simple. So you are going to want to add another canvas component to the game object, and check the override sorting to true. Then use
cardObject.GetComponent<Canvas>().sortingOrder = 1;
to place it in the front and
cardObject.GetComponent<Canvas>().sortingOrder = 0;
to put it in the back.
you are also going to need to put a GraphicsRaycaster on to each of the cardObjects
Ignore my other answer about sprite renderers, they are not needed here
I am working on a painting tools with eraser.
I don't know why when i click eraser and start to clear up.
The whole stage will become lighter.After i set updateCache('destination-out').
wrapper.addEventListener("pressup", function(event) {
console.log("up");
dragging = false;
// real_wrapper.updateCache();
if (erase == true) {
drawStroke(real_draw);
real_wrapper.updateCache('destination-out');
} else {
drawStroke(real_draw);
real_wrapper.updateCache();
tmp_draw.graphics.clear();
wrapper.updateCache();
}
ppts = [];
});
My Code: https://jsfiddle.net/steven_wong/mnfupy5o/6/
Sorry for my bad english.
You need to clear your graphics between draws. Right now your code is redrawing all of the old strokes each time, so when you're using the pencil, all the old shapes are made darker, when you're using the eraser, they become lighter.
graphics.clear();
Here's a fixed version:
https://jsfiddle.net/mnfupy5o/7/