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47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
3 months ago
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using System;
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using Animancer;
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using Cysharp.Threading.Tasks;
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using D2D.Core;
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using D2D.Utilities;
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using UnityEngine;
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namespace D2D
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{
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public class PlayAnimationClipOnGameState : GameStateMachineUser
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{
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[SerializeField] private float _delay;
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[SerializeField] private float _blend = .3f;
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[SerializeField] private AnimationClip[] _onStart;
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[SerializeField] private AnimationClip[] _onRunning;
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[SerializeField] private AnimationClip[] _onWin;
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[SerializeField] private AnimationClip[] _onLose;
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[SerializeField] private AnimationClip[] _onGameFinish;
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private AnimancerComponent _animancer;
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private void Awake()
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{
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_animancer = Get<AnimancerComponent>();
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}
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private void Start() => PlayAnimation(_onStart);
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protected override void OnGameRun() => PlayAnimation(_onRunning);
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protected override void OnGameWin() => PlayAnimation(_onWin);
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protected override void OnGameLose() => PlayAnimation(_onLose);
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protected override void OnGameFinish() => PlayAnimation(_onGameFinish);
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private async UniTaskVoid PlayAnimation(AnimationClip[] clips)
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{
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if (clips.IsNullOrEmpty())
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return;
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await _delay.Seconds();
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_animancer.Play(clips.GetRandomElement(), _blend);
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}
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}
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}
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