// 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
{
///
/// Demonstrates how to use layers to play multiple
/// independent animations at the same time on different body parts.
///
///
///
/// Sample:
///
/// Facial Expressions
///
///
/// 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));
}
}
/************************************************************************************************************************/
}
}