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

95 lines
3.4 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.FineControl
{
/// <summary>
/// Implements the same behaviour as <see cref="Basics.LibraryCharacterAnimations"/>
/// but refers to the animations by name instead of using direct references.
/// </summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/fine-control/named">
/// Named Character</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.FineControl/NamedCharacterAnimations
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Fine Control - Named Character Animations")]
[AnimancerHelpUrl(typeof(NamedCharacterAnimations))]
public class NamedCharacterAnimations : MonoBehaviour
{
/************************************************************************************************************************/
// This script is almost identical to LibraryCharacterAnimations, with a few differences:
// - It uses StringAsset instead of TransitionAssets.
// - It calls TryPlay instead of Play.
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private StringAsset _Idle;
[SerializeField] private StringAsset _Move;
[SerializeField] private StringAsset _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 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.TryPlay(_Move);
}
else
{
_Animancer.TryPlay(_Idle);
}
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (SampleInput.LeftMouseUp)
{
_CurrentState = State.Acting;
AnimancerState state = _Animancer.TryPlay(_Action);
state.Events(this).OnEnd ??= UpdateMovement;
}
}
/************************************************************************************************************************/
}
}