90 lines
3.7 KiB
C#
90 lines
3.7 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.Sprites
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{
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/// <summary>
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/// Animates a character to either stand idle or walk using animations
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/// defined in <see cref="DirectionalAnimationSet"/>s.
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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/sprites/basics">
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/// Directional Basics</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Sprites/DirectionalBasics
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Sprites - Directional Basics")]
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[AnimancerHelpUrl(typeof(DirectionalBasics))]
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public class DirectionalBasics : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private DirectionalAnimationSet _Idles;
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[SerializeField] private DirectionalAnimationSet _Walks;
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[SerializeField] private Vector2 _Facing = Vector2.down;
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/************************************************************************************************************************/
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protected virtual void Update()
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{
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Vector2 input = SampleInput.WASD;
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if (input != Vector2.zero)
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{
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_Facing = input;
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Play(_Walks);
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// Play could return the AnimancerState it gets from _Animancer.Play,
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// But we can also just access it using _Animancer.States.Current.
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bool isRunning = SampleInput.LeftShiftHold;
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_Animancer.States.Current.Speed = isRunning ? 2 : 1;
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}
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else
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{
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// When we're not moving, we still remember the direction we're facing
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// so we can continue using the correct idle animation for that direction.
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Play(_Idles);
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}
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}
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/************************************************************************************************************************/
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private void Play(DirectionalAnimationSet animations)
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{
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// Instead of only a single animation, we have a different one for each direction we can face.
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// So we get whichever is appropriate for that direction and play it.
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AnimationClip clip = animations.GetClip(_Facing);
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_Animancer.Play(clip);
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// Or we could do that in one line:
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// _Animancer.Play(animations.GetClip(_Facing));
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <summary>[Editor-Only]
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/// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene.
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/// </summary>
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protected virtual void OnValidate()
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{
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if (_Idles != null)
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_Idles.GetClip(_Facing).EditModeSampleAnimation(_Animancer);
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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}
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}
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