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78 lines
3.0 KiB
C#
78 lines
3.0 KiB
C#
3 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.Locomotion
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{
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/// <summary>
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/// Animates a simple character to be able to stand idle or walk forwards or backwards based on user input.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Locomotion - Idle And Walk")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.Locomotion/IdleAndWalk")]
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public class IdleAndWalk : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField]
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private AnimancerComponent _Animancer;
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public AnimancerComponent Animancer { get { return _Animancer; } }
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[SerializeField]
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private AnimationClip _Idle;
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public AnimationClip Idle { get { return _Idle; } }
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[SerializeField]
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private AnimationClip _Walk;
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public AnimationClip Walk { get { return _Walk; } }
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/************************************************************************************************************************/
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protected void Update()
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{
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// W or UpArrow = 1.
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// S or DownArrow = -1.
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// Otherwise 0.
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var movement = Input.GetAxisRaw("Vertical");
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if (movement != 0)
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{
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PlayMove();
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// Since we don't have animations for moving backwards, just use the input as their speed so that
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// moving backwards simply plays the animation backwards.
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_Animancer.States.Current.Speed = movement;
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// PlayMove could return the AnimancerState it plays, but using the CurrentState saves a bit of effort.
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}
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else
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{
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// If we aren't moving, return to idle.
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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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// We want to override this method in the IdleAndWalkAndRun script.
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protected virtual void PlayMove()
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{
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_Animancer.Play(_Walk, 0.25f);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// If you add a second script derived from this type to the same object, it will instead change the type of
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/// the existing component, allowing you to easily swap between <see cref="IdleAndWalk"/> and
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/// <see cref="IdleAndWalkAndRun"/>.
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/// </summary>
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protected virtual void Reset()
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{
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AnimancerUtilities.IfMultiComponentThenChangeType(this);
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}
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/************************************************************************************************************************/
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}
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}
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