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- // 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.FineControl
- {
- /// <summary>
- /// Implements the same behaviour as <see cref="Basics.LibraryCharacterAnimations"/>
- /// but refers to the animations by name instead of using direct references.
- /// </summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/fine-control/named">
- /// Named Character</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.FineControl/NamedCharacterAnimations
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Fine Control - Named Character Animations")]
- [AnimancerHelpUrl(typeof(NamedCharacterAnimations))]
- public class NamedCharacterAnimations : MonoBehaviour
- {
- /************************************************************************************************************************/
- // This script is almost identical to LibraryCharacterAnimations, with a few differences:
- // - It uses StringAsset instead of TransitionAssets.
- // - It calls TryPlay instead of Play.
- /************************************************************************************************************************/
- [SerializeField] private AnimancerComponent _Animancer;
- [SerializeField] private StringAsset _Idle;
- [SerializeField] private StringAsset _Move;
- [SerializeField] private StringAsset _Action;
- private State _CurrentState;
- private enum State
- {
- NotActing,// Idle and Move can be interrupted.
- Acting,// Action can only be interrupted by itself.
- }
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- switch (_CurrentState)
- {
- case State.NotActing:
- UpdateMovement();
- UpdateAction();
- break;
- case State.Acting:
- UpdateAction();
- break;
- }
- }
- /************************************************************************************************************************/
- private void UpdateMovement()
- {
- _CurrentState = State.NotActing;
- float forward = SampleInput.WASD.y;
- if (forward > 0)
- {
- _Animancer.TryPlay(_Move);
- }
- else
- {
- _Animancer.TryPlay(_Idle);
- }
- }
- /************************************************************************************************************************/
- private void UpdateAction()
- {
- if (SampleInput.LeftMouseUp)
- {
- _CurrentState = State.Acting;
- AnimancerState state = _Animancer.TryPlay(_Action);
- state.Events(this).OnEnd ??= UpdateMovement;
- }
- }
- /************************************************************************************************************************/
- }
- }
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