12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576 |
- // 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.Basics
- {
- /// <summary>
- /// This script is basically the same as <see cref="PlayAnimationOnClick"/>, except that it uses
- /// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>.
- /// </summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/basics/transitions">
- /// Transitions</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.Basics/PlayTransitionOnClick
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Basics - Play Transition On Click")]
- [AnimancerHelpUrl(typeof(PlayTransitionOnClick))]
- public class PlayTransitionOnClick : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private AnimancerComponent _Animancer;
- [SerializeField] private ClipTransition _Idle;
- [SerializeField] private ClipTransition _Action;
- /************************************************************************************************************************/
- protected virtual void Awake()
- {
- // Transitions store their events so we only initialize them once on startup
- // instead of setting the event every time the animation is played.
- _Action.Events.OnEnd = OnEnable;
- }
- /************************************************************************************************************************/
- protected virtual void OnEnable()
- {
- // The Fade Duration of this transition will be ignored
- // the first time because nothing else is playing yet.
- _Animancer.Play(_Idle);
- }
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- if (SampleInput.LeftMouseUp)
- {
- _Animancer.Play(_Action);
- // If you want to cross fade without using Transitions
- // or override the fade duration of a Transition
- // then you can simply use the second parameter in the Play method.
- // _Animancer.Play(_Action, 0.25f);
- // When cross fading, setting the state.Time like the PlayAnimationOnClick script
- // would prevent it from smoothly blending so if you want to restart the animation
- // you should use FadeMode.FromStart.
- // _Animancer.Play(_Action, 0.25f, FadeMode.FromStart);
- // But if you use transitions then you don't need to specify each of those
- // because the Fade Duration is set in the Inspector and it automatically
- // picks the FadeMode based on whether the Start Time check box is enabled or not.
- }
- }
- /************************************************************************************************************************/
- }
- }
|