2025-05-09 15:40:34 +08:00

58 lines
2.2 KiB
C#

// 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>
/// Starts with an idle animation and performs an action when the user clicks the mouse, then returns to idle.
/// </summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/basics/action">
/// Basic Action</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Basics/PlayAnimationOnClick
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Basics - Play Animation On Click")]
[AnimancerHelpUrl(typeof(PlayAnimationOnClick))]
public class PlayAnimationOnClick : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private AnimationClip _Idle;
[SerializeField] private AnimationClip _Action;
/************************************************************************************************************************/
protected virtual void OnEnable()
{
_Animancer.Play(_Idle);
}
/************************************************************************************************************************/
protected virtual void Update()
{
if (SampleInput.LeftMouseUp)
{
// Play the action animation and grab the returned state which we can use to control it.
AnimancerState state = _Animancer.Play(_Action);
// Rewind the animation because Play doesn't do that automatically if it was already playing.
state.Time = 0;
// When the animation reaches its end, call OnEnable to go back to idle.
state.Events(this).OnEnd ??= OnEnable;
}
}
/************************************************************************************************************************/
}
}