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

64 lines
2.6 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 Animancer.TransitionLibraries;
using UnityEngine;
namespace Animancer.Samples.Mixers
{
/// <summary>Creates buttons for playing each transition in a library.</summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/mixers/serialization">
/// Animation Serialization</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Mixers/PlayAnimationButtons
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Mixers - Play Animation Buttons")]
[AnimancerHelpUrl(typeof(PlayAnimationButtons))]
public class PlayAnimationButtons : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private SampleButton _Button;
[SerializeField] private AnimancerComponent _Animancer;
/************************************************************************************************************************/
protected virtual void Awake()
{
TransitionLibraryDefinition library = _Animancer.Transitions.Definition;
TransitionAssetBase idle = library.Transitions[0];
_Animancer.Play(idle);
for (int i = 0; i < library.Transitions.Length; i++)
{
TransitionAssetBase transition = library.Transitions[i];
// If the animation isn't looping, give it an End Event to play the default animation.
// We need to initialize all the events on startup so that they're ready if one gets
// played from a loaded file since the loading script doesn't know about the events.
AnimancerState state = _Animancer.States.GetOrCreate(transition);
if (!state.IsLooping)
state.Events(this).OnEnd ??= () => _Animancer.Play(idle);
// Create a button to play it.
// Don't use Play(state) because that won't include the Fade Duration from the transition.
_Button.AddButton(
i,
transition.name,
() => _Animancer.Play(transition));
}
}
/************************************************************************************************************************/
}
}