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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.AnimatorControllers
- {
- /// <summary>
- /// Implements the same behaviour as <see cref="BasicCharacterAnimations"/>
- /// using a <see cref="HybridAnimancerComponent"/>.
- /// </summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/animator-controllers/character">
- /// Hybrid Character</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers/HybridCharacterAnimations
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Animator Controllers - Hybrid Character Animations")]
- [AnimancerHelpUrl(typeof(HybridCharacterAnimations))]
- // Awake before Animancer to disable the OptionalWarnings before it triggers them.
- [DefaultExecutionOrder(AnimancerComponent.DefaultExecutionOrder - 1000)]
- public class HybridCharacterAnimations : MonoBehaviour
- {
- /************************************************************************************************************************/
- public static readonly int IsMovingParameter = Animator.StringToHash("IsMoving");
- [SerializeField] private HybridAnimancerComponent _Animancer;
- [SerializeField] private ClipTransition _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 Awake()
- {
- _Action.Events.OnEnd = UpdateMovement;
- // This sample's documentation explains why these warnings exist so we don't need them enabled.
- OptionalWarning.NativeControllerHumanoid.Disable();
- OptionalWarning.NativeControllerHybrid.Disable();
- }
- /************************************************************************************************************************/
- 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;
- bool isMoving = forward > 0;
- // This sample script demonstrates both the Native and Hybrid approaches.
- // In a real project you would only use one system or the other, not both.
- // Native - Animator Controller assigned to the Animator.
- // In this case, the HybridAnimancerComponent is unnecessary and you should use a base AnimancerComponent.
- if (_Animancer.Animator.runtimeAnimatorController != null)
- {
- if (_Animancer.Controller.Controller != null)
- {
- _Animancer.Controller.Controller = null;
- Debug.LogWarning(
- $"A Native Animator Controller is assigned to the Animator component" +
- $" and a Hybrid Animator Controller is also assigned to the {nameof(HybridAnimancerComponent)}." +
- $" That's not necessarily a problem, but using both systems at the same time is very unusual.",
- this);
- }
- // Return to the Animator Controller by fading out Animancer's layers.
- AnimancerLayer layer = _Animancer.Layers[0];
- if (layer.TargetWeight > 0)
- layer.StartFade(0, 0.25f);
- // Set parameters on the Animator compponent.
- _Animancer.Animator.SetBool(IsMovingParameter, isMoving);
- }
- // Hybrid - Animator Controller assigned to the HybridAnimancerComponent.
- // In this case, the Animator component doesn't have a reference to the Animator Controller.
- else if (_Animancer.Controller.Controller != null)
- {
- // Return to the Animator Controller by playing the ControllerTransition.
- _Animancer.PlayController();
- // Set parameters on the ControllerState.
- _Animancer.SetBool(IsMovingParameter, isMoving);
- }
- else
- {
- Debug.LogError("No Animator Controller is assigned.", this);
- }
- }
- /************************************************************************************************************************/
- private void UpdateAction()
- {
- if (SampleInput.LeftMouseUp)
- {
- _CurrentState = State.Acting;
- _Animancer.Play(_Action);
- }
- }
- /************************************************************************************************************************/
- }
- }
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