95 lines
3.1 KiB
C#
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);
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|