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

97 lines
3.5 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.Units;
using UnityEngine;
namespace Animancer.Samples.Layers
{
/// <summary>
/// Demonstrates how to use layers to play multiple
/// independent animations at the same time on different body parts.
/// </summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/layers/basic">
/// Basic Layers</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Layers/LayeredCharacterAnimations
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Layers - Layered Character Animations")]
[AnimancerHelpUrl(typeof(LayeredCharacterAnimations))]
public class LayeredCharacterAnimations : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private ClipTransition _Idle;
[SerializeField] private ClipTransition _Move;
[SerializeField] private ClipTransition _Action;
[SerializeField] private AvatarMask _ActionMask;
[SerializeField, Seconds] private float _ActionFadeOutDuration = AnimancerGraph.DefaultFadeDuration;
/************************************************************************************************************************/
private AnimancerLayer _BaseLayer;
private AnimancerLayer _ActionLayer;
/************************************************************************************************************************/
protected virtual void Awake()
{
_BaseLayer = _Animancer.Layers[0];
_ActionLayer = _Animancer.Layers[1];// First access to a layer creates it.
_ActionLayer.Mask = _ActionMask;
_ActionLayer.SetDebugName("Action Layer");
_Action.Events.OnEnd = OnActionEnd;
}
/************************************************************************************************************************/
protected virtual void Update()
{
UpdateMovement();
UpdateAction();
}
/************************************************************************************************************************/
private void UpdateMovement()
{
float forward = SampleInput.WASD.y;
if (forward > 0)
{
_BaseLayer.Play(_Move);
}
else
{
_BaseLayer.Play(_Idle);
}
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (SampleInput.LeftMouseUp)
{
_ActionLayer.Play(_Action);
}
}
/************************************************************************************************************************/
private void OnActionEnd()
{
_ActionLayer.StartFade(0, _ActionFadeOutDuration);
}
/************************************************************************************************************************/
}
}