58 lines
2.1 KiB
C#
58 lines
2.1 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 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/face">
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/// Facial Expressions</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Layers/FacialExpressionManager
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Layers - Facial Expression Manager")]
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[AnimancerHelpUrl(typeof(FacialExpressionManager))]
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[DefaultExecutionOrder(1000)]// Initialize after other scripts have initialized their layers.
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public class FacialExpressionManager : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private SampleButton _Button;
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[SerializeField] private NamedClipTransition[] _Expressions;
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private AnimancerLayer _Layer;
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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_Layer = _Animancer.Layers.Add();
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_Layer.SetDebugName("Facial Expressions");
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_Layer.Play(_Expressions[0]);
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for (int i = 0; i < _Expressions.Length; i++)
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{
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NamedClipTransition expression = _Expressions[i];
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_Button.AddButton(
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i,
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expression.Name,
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() => _Layer.Play(expression));
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}
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}
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/************************************************************************************************************************/
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}
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}
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