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CrowdControl/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimationS...

61 lines
3.0 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.Events
{
/// <summary>
/// An <see cref="GolfHitController"/> that uses a <see cref="SimpleEventReceiver"/> to recenve an Animation Event
/// with the function name <c>"Event"</c>.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Golf Events - Animation Simple")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimationEvents/GolfHitControllerAnimationSimple")]
public sealed class GolfHitControllerAnimationSimple : GolfHitController
{
/************************************************************************************************************************/
[SerializeField] private SimpleEventReceiver _EventReceiver;
/************************************************************************************************************************/
/// <summary>
/// Calls the base <see cref="GolfHitController.Awake"/> method and register
/// <see cref="GolfHitController.EndSwing"/> to be called whenever the swing animation ends.
/// <para></para>
/// Normally Animancer could call the registered method at the End Time defined in the transition, but in this
/// case the <see cref="AnimationClip"/> used with this script has an Animation Event with the Function Name
/// "End", which will execute the registered method when that event time passes.
/// </summary>
protected override void Awake()
{
base.Awake();
_Swing.Events.Sequence.OnEnd = EndSwing;
}
/************************************************************************************************************************/
/// <summary>
/// After starting the swing animation, we also need to give the <see cref="SimpleEventReceiver"/> the callback
/// that we want it to trigger when it receives an Animation Event with the Function Name "Event".
/// <para></para>
/// In this case since there is only one animation with that event we could register it in <see cref="Awake"/>
/// without tieing it to a specific state, but normally the point of a <see cref="SimpleEventReceiver"/> is to
/// allow multiple scripts to register their own callback for whatever animation they are playing.
/// </summary>
protected override void StartSwing()
{
base.StartSwing();
var state = _Animancer.States.Current;
// When the Animation Event with the function name "Event" occurs:
// If the swing animation doesn't have an event with that function name, this will log a warning.
_EventReceiver.onEvent.Set(state, (animationEvent) => HitBall());
}
/************************************************************************************************************************/
}
}