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71 lines
3.2 KiB
C#
71 lines
3.2 KiB
C#
2 months ago
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// Animancer // Copyright 2020 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.Examples.Basics
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{
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/// <summary>
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/// Starts with an idle animation and performs an action when the user clicks the mouse, then returns to idle.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Basics - Play Animation On Click")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.Basics/PlayAnimationOnClick")]
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public sealed class PlayAnimationOnClick : MonoBehaviour
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{
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/************************************************************************************************************************/
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// Without Animancer, you would reference an Animator component to control animations.
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// But with Animancer, you reference an AnimancerComponent instead.
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[SerializeField] private AnimancerComponent _Animancer;
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// Without Animancer, you would create an Animator Controller to define animation states and transitions.
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// But with Animancer, you can directly reference the AnimationClips you want to play.
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[SerializeField] private AnimationClip _Idle;
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[SerializeField] private AnimationClip _Action;
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/************************************************************************************************************************/
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/// <summary>
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/// On startup, play the idle animation.
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/// </summary>
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private void OnEnable()
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{
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// On startup, play the idle animation.
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_Animancer.Play(_Idle);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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// Every update, check if the user has clicked the left mouse button (mouse button 0).
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if (Input.GetMouseButtonDown(0))
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{
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// If they have, then play the action animation.
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var state = _Animancer.Play(_Action);
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// The Play method returns the AnimancerState which manages that animation so you can access and
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// control various details, for example:
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// state.Time = 1;// Skip 1 second into the animation.
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// state.NormalizedTime = 0.5f;// Skip halfway into the animation.
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// state.Speed = 2;// Play the animation twice as fast.
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// In this case, we just want it to call the OnActionEnd method (see below) when the animation ends.
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state.Events.OnEnd = OnActionEnd;
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}
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}
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/************************************************************************************************************************/
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private void OnActionEnd()
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{
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// Now that the action is done, go back to idle. But instead of snapping to the new animation instantly,
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// tell it to fade gradually over 0.25 seconds so that it transitions smoothly.
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_Animancer.Play(_Idle, 0.25f);
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}
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/************************************************************************************************************************/
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}
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}
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