97 lines
3.5 KiB
C#
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);
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|