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95 lines
4.0 KiB
C#
95 lines
4.0 KiB
C#
3 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0618 // Type or member is obsolete (for Layers in Animancer Lite).
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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.Layers
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{
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/// <summary>
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/// Demonstrates how to use layers to play multiple animations at once on different body parts.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Layers - Layer Example")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.Layers/LayerExample")]
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public sealed class LayerExample : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _BasicAnimancer;
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[SerializeField] private AnimancerComponent _LayeredAnimancer;
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[SerializeField] private AnimationClip _Idle;
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[SerializeField] private AnimationClip _Run;
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[SerializeField] private AnimationClip _Action;
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[SerializeField] private AvatarMask _ActionMask;
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/************************************************************************************************************************/
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private const int BaseLayer = 0;
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private const int ActionLayer = 1;
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private const float FadeDuration = 0.25f;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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// Idle on default layer 0.
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_BasicAnimancer.Play(_Idle);
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_LayeredAnimancer.Play(_Idle);
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// Set the mask for layer 1 (this automatically creates the layer).
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_LayeredAnimancer.Layers[ActionLayer].SetMask(_ActionMask);
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// Since we set a mask it will use the name of the mask in the Inspector by default. But we can also
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// replace it with a custom name. Either way, layer names are only used in the Inspector and any calls to
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// this method will be compiled out of runtime builds.
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_LayeredAnimancer.Layers[ActionLayer].SetName("Action Layer");
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}
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/************************************************************************************************************************/
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private bool _IsRunning;
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public void ToggleRunning()
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{
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// Swap between true and false.
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_IsRunning = !_IsRunning;
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// Determine which animation to play.
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var animation = _IsRunning ? _Run : _Idle;
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// Play it.
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_BasicAnimancer.Play(animation, FadeDuration);
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_LayeredAnimancer.Play(animation, FadeDuration);
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}
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/************************************************************************************************************************/
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public void PerformAction()
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{
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// Basic.
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var state = _BasicAnimancer.Play(_Action, FadeDuration);
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state.Events.OnEnd = () => _BasicAnimancer.Play(_IsRunning ? _Run : _Idle, FadeDuration);
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// Layered.
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// When running, perform the action on the ActionLayer (1) then fade that layer back out.
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if (_IsRunning)
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{
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state = _LayeredAnimancer.Layers[ActionLayer].Play(_Action, FadeDuration, FadeMode.FromStart);
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state.Events.OnEnd = () => _LayeredAnimancer.Layers[ActionLayer].StartFade(0, FadeDuration);
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}
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else// Otherwise perform the action on the BaseLayer (0) then return to idle.
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{
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state = _LayeredAnimancer.Layers[BaseLayer].Play(_Action, FadeDuration, FadeMode.FromStart);
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state.Events.OnEnd = () => _LayeredAnimancer.Play(_Idle, FadeDuration);
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}
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}
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/************************************************************************************************************************/
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}
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}
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