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CrowdControl/Assets/Plugins/Animancer/Examples/03 Locomotion/03 Linear Blending/LinearBlendTreeLocomotion.cs

57 lines
2.6 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0618 // Type or member is obsolete (for ControllerStates in Animancer Lite).
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.Locomotion
{
/// <summary>
/// An example of how you can wrap a <see cref="RuntimeAnimatorController"/> containing a single blend tree in a
/// <see cref="Float1ControllerState"/> to easily control its parameter.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Locomotion - Linear Blend Tree Locomotion")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.Locomotion/LinearBlendTreeLocomotion")]
public sealed class LinearBlendTreeLocomotion : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private Float1ControllerTransition _Controller;
private Float1ControllerState _State;
/************************************************************************************************************************/
private void OnEnable()
{
// Since Float1ControllerTransition is a Transition Asset which can be shared among multiple objects, we
// cannot simply access the _Controller.Transition.State whenever we want because it will only hold the
// most recently played state (which will only be correct for one instance but not the others).
// So instead, we grab the state right after playing it.
_Animancer.Play(_Controller);
_State = _Controller.Transition.State;
// The state returned by the Play method would do the same thing, but it only returns a base AnimancerState
// and we need a Float1ControllerState to access its Parameter property below so we would need to cast it:
// _State = (Float1ControllerState)_Animancer.Play(_Controller);
}
/************************************************************************************************************************/
/// <summary>
/// Set by a <see cref="UnityEngine.Events.UnityEvent"/> on a <see cref="UnityEngine.UI.Slider"/>.
/// </summary>
public float Speed
{
get { return _State.Parameter; }
set { _State.Parameter = value; }
}
/************************************************************************************************************************/
}
}