// 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 { /// /// Animates a character to either stand idle or walk using animations /// defined in s. /// /// /// /// Sample: /// /// Directional Basics /// /// /// 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 /************************************************************************************************************************/ /// [Editor-Only] /// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene. /// protected virtual void OnValidate() { if (_Idles != null) _Idles.GetClip(_Facing).EditModeSampleAnimation(_Animancer); } /************************************************************************************************************************/ #endif /************************************************************************************************************************/ } }