// 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 Animancer.Units;
using UnityEngine;
namespace Animancer.Samples.Layers
{
///
/// Demonstrates how to use layers to play multiple
/// independent animations at the same time on different body parts.
///
///
///
/// Sample:
///
/// Dynamic Layers
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Layers/LayeredAnimationManager
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Layers - Layered Animation Manager")]
[AnimancerHelpUrl(typeof(LayeredAnimationManager))]
public class LayeredAnimationManager : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private AvatarMask _ActionMask;
[SerializeField, Seconds] private float _ActionFadeDuration = AnimancerGraph.DefaultFadeDuration;
private AnimancerLayer _BaseLayer;
private AnimancerLayer _ActionLayer;
private bool _CanPlayActionFullBody;
/************************************************************************************************************************/
protected virtual void Awake()
{
_BaseLayer = _Animancer.Layers[0];
_ActionLayer = _Animancer.Layers[1];
_ActionLayer.Mask = _ActionMask;
_ActionLayer.SetDebugName("Action Layer");
}
/************************************************************************************************************************/
public void PlayBase(ITransition transition, bool canPlayActionFullBody)
{
_CanPlayActionFullBody = canPlayActionFullBody;
if (_CanPlayActionFullBody && _ActionLayer.TargetWeight > 0)
{
PlayActionFullBody(_ActionFadeDuration);
}
else
{
_BaseLayer.Play(transition);
}
}
/************************************************************************************************************************/
public void PlayAction(ITransition transition)
{
_ActionLayer.Play(transition);
if (_CanPlayActionFullBody)
PlayActionFullBody(transition.FadeDuration);
}
/************************************************************************************************************************/
private void PlayActionFullBody(float fadeDuration)
{
AnimancerState actionState = _ActionLayer.CurrentState;
AnimancerState baseState = _BaseLayer.Play(actionState, fadeDuration);
baseState.Time = actionState.Time;
}
/************************************************************************************************************************/
public void FadeOutAction()
{
_ActionLayer.StartFade(0, _ActionFadeDuration);
}
/************************************************************************************************************************/
}
}