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94 lines
3.9 KiB
C#
94 lines
3.9 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.DirectionalSprites
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{
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/// <summary>
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/// Animates a character to either stand idle or walk using animations defined in
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/// <see cref="DirectionalAnimationSet"/>s.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Directional Sprites - Sprite Movement Controller")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.DirectionalSprites/SpriteMovementController")]
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public sealed class SpriteMovementController : 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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private void Awake()
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{
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Play(_Idles);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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// WASD Controls.
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var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
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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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var isRunning = Input.GetButton("Fire3");// Left Shift by default.
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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 are not moving, we still remember the direction we are 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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var 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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/// Called by the Unity Editor in Edit Mode whenever an instance of this script is loaded or a value is changed
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/// in the Inspector.
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/// <para></para>
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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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private void OnValidate()
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{
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if (_Idles == null)
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return;
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AnimancerUtilities.EditModePlay(_Animancer, _Idles.GetClip(_Facing), true);
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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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