You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
CrowdControl/Assets/Plugins/Animancer/Examples/05 Events/01 Footstep Events/FootstepEvents.cs

52 lines
2.3 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>
/// Uses Animancer Events to play a sound randomly selected from an array.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Footstep Events - Animancer")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimationEvents/FootstepEvents")]
public class FootstepEvents : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private ClipState.Transition _Walk;
[SerializeField] private AudioClip[] _Sounds;
/************************************************************************************************************************/
protected void OnEnable()
{
_Animancer.Play(_Walk);
}
/************************************************************************************************************************/
/// <summary>
/// Called by Animancer Events. Chooses a random sound an plays it on the specified `source` (because each foot
/// has its own <see cref="AudioSource"/>).
/// </summary>
public void PlaySound(AudioSource source)
{
source.clip = _Sounds[Random.Range(0, _Sounds.Length)];
source.Play();
// Note that the minimum value in Random.Range is inclusive (so it can pick 0) while the maximum value is
// exclusive (so it can not pick `_Sounds.Length`), which is perfect for picking a random array element.
// A more complex system could have different footstep sounds depending on the surface being stepped on.
// This could be done by raycasting down from the feet and determining which sound to use based on the
// sharedMaterial of the ground's Renderer as demonstrated in the 3D Game Kit example or even a simple
// script that holds an enum indicating the type.
}
/************************************************************************************************************************/
}
}