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

95 lines
3.1 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>
/// Combines <see cref="BasicMovementAnimations"/> and <see cref="PlayTransitionOnClick"/> into one script.
/// </summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/basics/character">
/// Basic Character</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Basics/BasicCharacterAnimations
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Basics - Basic Character Animations")]
[AnimancerHelpUrl(typeof(BasicCharacterAnimations))]
public class BasicCharacterAnimations : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private ClipTransition _Idle;
[SerializeField] private ClipTransition _Move;
[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;
}
/************************************************************************************************************************/
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;
if (forward > 0)
{
_Animancer.Play(_Move);
}
else
{
_Animancer.Play(_Idle);
}
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (SampleInput.LeftMouseUp)
{
_CurrentState = State.Acting;
_Animancer.Play(_Action);
}
}
/************************************************************************************************************************/
}
}