93 lines
3.5 KiB
C#
93 lines
3.5 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using Animancer.Units;
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using UnityEngine;
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namespace Animancer.Samples.Layers
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{
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/// <summary>
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/// Demonstrates how to use layers to play multiple
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/// independent animations at the same time on different body parts.
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/// </summary>
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///
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/// <remarks>
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/// <strong>Sample:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/samples/layers/dynamic">
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/// Dynamic Layers</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Layers/LayeredAnimationManager
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Layers - Layered Animation Manager")]
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[AnimancerHelpUrl(typeof(LayeredAnimationManager))]
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public class LayeredAnimationManager : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private AvatarMask _ActionMask;
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[SerializeField, Seconds] private float _ActionFadeDuration = AnimancerGraph.DefaultFadeDuration;
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private AnimancerLayer _BaseLayer;
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private AnimancerLayer _ActionLayer;
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private bool _CanPlayActionFullBody;
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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_BaseLayer = _Animancer.Layers[0];
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_ActionLayer = _Animancer.Layers[1];
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_ActionLayer.Mask = _ActionMask;
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_ActionLayer.SetDebugName("Action Layer");
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}
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/************************************************************************************************************************/
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public void PlayBase(ITransition transition, bool canPlayActionFullBody)
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{
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_CanPlayActionFullBody = canPlayActionFullBody;
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if (_CanPlayActionFullBody && _ActionLayer.TargetWeight > 0)
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{
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PlayActionFullBody(_ActionFadeDuration);
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}
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else
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{
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_BaseLayer.Play(transition);
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}
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}
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/************************************************************************************************************************/
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public void PlayAction(ITransition transition)
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{
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_ActionLayer.Play(transition);
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if (_CanPlayActionFullBody)
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PlayActionFullBody(transition.FadeDuration);
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}
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/************************************************************************************************************************/
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private void PlayActionFullBody(float fadeDuration)
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{
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AnimancerState actionState = _ActionLayer.CurrentState;
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AnimancerState baseState = _BaseLayer.Play(actionState, fadeDuration);
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baseState.Time = actionState.Time;
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}
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/************************************************************************************************************************/
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public void FadeOutAction()
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{
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_ActionLayer.StartFade(0, _ActionFadeDuration);
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}
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/************************************************************************************************************************/
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}
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}
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