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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.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/face">
- /// Facial Expressions</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.Layers/FacialExpressionManager
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Layers - Facial Expression Manager")]
- [AnimancerHelpUrl(typeof(FacialExpressionManager))]
- [DefaultExecutionOrder(1000)]// Initialize after other scripts have initialized their layers.
- public class FacialExpressionManager : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private AnimancerComponent _Animancer;
- [SerializeField] private SampleButton _Button;
- [SerializeField] private NamedClipTransition[] _Expressions;
- private AnimancerLayer _Layer;
- /************************************************************************************************************************/
- protected virtual void Awake()
- {
- _Layer = _Animancer.Layers.Add();
- _Layer.SetDebugName("Facial Expressions");
- _Layer.Play(_Expressions[0]);
- for (int i = 0; i < _Expressions.Length; i++)
- {
- NamedClipTransition expression = _Expressions[i];
- _Button.AddButton(
- i,
- expression.Name,
- () => _Layer.Play(expression));
- }
- }
- /************************************************************************************************************************/
- }
- }
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