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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.Sprites
- {
- /// <summary>
- /// Animates a character to either stand idle or walk using animations
- /// defined in <see cref="DirectionalAnimationSet"/>s.
- /// </summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/sprites/basics">
- /// Directional Basics</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.Sprites/DirectionalBasics
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Sprites - Directional Basics")]
- [AnimancerHelpUrl(typeof(DirectionalBasics))]
- public class DirectionalBasics : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private AnimancerComponent _Animancer;
- [SerializeField] private DirectionalAnimationSet _Idles;
- [SerializeField] private DirectionalAnimationSet _Walks;
- [SerializeField] private Vector2 _Facing = Vector2.down;
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- Vector2 input = SampleInput.WASD;
- if (input != Vector2.zero)
- {
- _Facing = input;
- Play(_Walks);
- // Play could return the AnimancerState it gets from _Animancer.Play,
- // But we can also just access it using _Animancer.States.Current.
- bool isRunning = SampleInput.LeftShiftHold;
- _Animancer.States.Current.Speed = isRunning ? 2 : 1;
- }
- else
- {
- // When we're not moving, we still remember the direction we're facing
- // so we can continue using the correct idle animation for that direction.
- Play(_Idles);
- }
- }
- /************************************************************************************************************************/
- private void Play(DirectionalAnimationSet animations)
- {
- // Instead of only a single animation, we have a different one for each direction we can face.
- // So we get whichever is appropriate for that direction and play it.
- AnimationClip clip = animations.GetClip(_Facing);
- _Animancer.Play(clip);
- // Or we could do that in one line:
- // _Animancer.Play(animations.GetClip(_Facing));
- }
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- /************************************************************************************************************************/
- /// <summary>[Editor-Only]
- /// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene.
- /// </summary>
- protected virtual void OnValidate()
- {
- if (_Idles != null)
- _Idles.GetClip(_Facing).EditModeSampleAnimation(_Animancer);
- }
- /************************************************************************************************************************/
- #endif
- /************************************************************************************************************************/
- }
- }
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