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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 Animancer.Units;
- using UnityEngine;
- namespace Animancer.Samples.Layers
- {
- /// <summary>
- /// Demonstrates how to use layers to play multiple
- /// independent animations at the same time on different body parts.
- /// </summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/layers/basic">
- /// Basic Layers</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.Layers/LayeredCharacterAnimations
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Layers - Layered Character Animations")]
- [AnimancerHelpUrl(typeof(LayeredCharacterAnimations))]
- public class LayeredCharacterAnimations : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private AnimancerComponent _Animancer;
- [SerializeField] private ClipTransition _Idle;
- [SerializeField] private ClipTransition _Move;
- [SerializeField] private ClipTransition _Action;
- [SerializeField] private AvatarMask _ActionMask;
- [SerializeField, Seconds] private float _ActionFadeOutDuration = AnimancerGraph.DefaultFadeDuration;
- /************************************************************************************************************************/
- private AnimancerLayer _BaseLayer;
- private AnimancerLayer _ActionLayer;
- /************************************************************************************************************************/
- protected virtual void Awake()
- {
- _BaseLayer = _Animancer.Layers[0];
- _ActionLayer = _Animancer.Layers[1];// First access to a layer creates it.
- _ActionLayer.Mask = _ActionMask;
- _ActionLayer.SetDebugName("Action Layer");
- _Action.Events.OnEnd = OnActionEnd;
- }
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- UpdateMovement();
- UpdateAction();
- }
- /************************************************************************************************************************/
- private void UpdateMovement()
- {
- float forward = SampleInput.WASD.y;
- if (forward > 0)
- {
- _BaseLayer.Play(_Move);
- }
- else
- {
- _BaseLayer.Play(_Idle);
- }
- }
- /************************************************************************************************************************/
- private void UpdateAction()
- {
- if (SampleInput.LeftMouseUp)
- {
- _ActionLayer.Play(_Action);
- }
- }
- /************************************************************************************************************************/
- private void OnActionEnd()
- {
- _ActionLayer.StartFade(0, _ActionFadeOutDuration);
- }
- /************************************************************************************************************************/
- }
- }
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