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38 lines
1.7 KiB
C#
38 lines
1.7 KiB
C#
3 months ago
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// Animancer // Copyright 2020 Kybernetik //
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using UnityEngine;
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namespace Animancer
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{
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/// <summary>
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/// A component which uses Animation Events with the Function Name "Event" to trigger a callback.
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/// <para></para>
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/// This component must always be attached to the same <see cref="GameObject"/> as the <see cref="Animator"/> in
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/// order to receive Animation Events from it.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Simple Event Receiver")]
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[HelpURL(Strings.APIDocumentationURL + "/SimpleEventReceiver")]
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public class SimpleEventReceiver : MonoBehaviour
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{
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/************************************************************************************************************************/
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/// <summary>A callback for Animation Events with the Function Name "Event".</summary>
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/// <remarks>
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/// This field must be public instead of being wrapped in a property since <see cref="AnimationEventReceiver"/>
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/// is a struct. Otherwise another class calling <c>receiver.onEvent.Set(...)</c> would actually get a copy of
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/// the <c>onEvent</c>, set the desired values on that copy, and then immediately discard the copy without
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/// actually modifying the underlying field.
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/// </remarks>
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public AnimationEventReceiver onEvent;
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/// <summary>Called by Animation Events with the Function Name "Event".</summary>
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private void Event(AnimationEvent animationEvent)
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{
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onEvent.SetFunctionName("Event");// The name of this method.
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onEvent.HandleEvent(animationEvent);
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}
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/************************************************************************************************************************/
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}
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}
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