// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Samples.Basics
{
///
/// This script is basically the same as , except that it uses
/// Transitions.
///
///
///
/// Sample:
///
/// Transitions
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Basics/PlayTransitionOnClick
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Basics - Play Transition On Click")]
[AnimancerHelpUrl(typeof(PlayTransitionOnClick))]
public class PlayTransitionOnClick : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private ClipTransition _Idle;
[SerializeField] private ClipTransition _Action;
/************************************************************************************************************************/
protected virtual void Awake()
{
// Transitions store their events so we only initialize them once on startup
// instead of setting the event every time the animation is played.
_Action.Events.OnEnd = OnEnable;
}
/************************************************************************************************************************/
protected virtual void OnEnable()
{
// The Fade Duration of this transition will be ignored
// the first time because nothing else is playing yet.
_Animancer.Play(_Idle);
}
/************************************************************************************************************************/
protected virtual void Update()
{
if (SampleInput.LeftMouseUp)
{
_Animancer.Play(_Action);
// If you want to cross fade without using Transitions
// or override the fade duration of a Transition
// then you can simply use the second parameter in the Play method.
// _Animancer.Play(_Action, 0.25f);
// When cross fading, setting the state.Time like the PlayAnimationOnClick script
// would prevent it from smoothly blending so if you want to restart the animation
// you should use FadeMode.FromStart.
// _Animancer.Play(_Action, 0.25f, FadeMode.FromStart);
// But if you use transitions then you don't need to specify each of those
// because the Fade Duration is set in the Inspector and it automatically
// picks the FadeMode based on whether the Start Time check box is enabled or not.
}
}
/************************************************************************************************************************/
}
}