// Animancer // Copyright 2020 Kybernetik // #pragma warning disable CS0618 // Type or member is obsolete (for Layers in Animancer Lite). #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.Layers { /// /// Demonstrates how to use layers to play multiple animations at once on different body parts. /// [AddComponentMenu(Strings.MenuPrefix + "Examples/Layers - Layer Example")] [HelpURL(Strings.APIDocumentationURL + ".Examples.Layers/LayerExample")] public sealed class LayerExample : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private AnimancerComponent _BasicAnimancer; [SerializeField] private AnimancerComponent _LayeredAnimancer; [SerializeField] private AnimationClip _Idle; [SerializeField] private AnimationClip _Run; [SerializeField] private AnimationClip _Action; [SerializeField] private AvatarMask _ActionMask; /************************************************************************************************************************/ private const int BaseLayer = 0; private const int ActionLayer = 1; private const float FadeDuration = 0.25f; /************************************************************************************************************************/ private void OnEnable() { // Idle on default layer 0. _BasicAnimancer.Play(_Idle); _LayeredAnimancer.Play(_Idle); // Set the mask for layer 1 (this automatically creates the layer). _LayeredAnimancer.Layers[ActionLayer].SetMask(_ActionMask); // Since we set a mask it will use the name of the mask in the Inspector by default. But we can also // replace it with a custom name. Either way, layer names are only used in the Inspector and any calls to // this method will be compiled out of runtime builds. _LayeredAnimancer.Layers[ActionLayer].SetName("Action Layer"); } /************************************************************************************************************************/ private bool _IsRunning; public void ToggleRunning() { // Swap between true and false. _IsRunning = !_IsRunning; // Determine which animation to play. var animation = _IsRunning ? _Run : _Idle; // Play it. _BasicAnimancer.Play(animation, FadeDuration); _LayeredAnimancer.Play(animation, FadeDuration); } /************************************************************************************************************************/ public void PerformAction() { // Basic. var state = _BasicAnimancer.Play(_Action, FadeDuration); state.Events.OnEnd = () => _BasicAnimancer.Play(_IsRunning ? _Run : _Idle, FadeDuration); // Layered. // When running, perform the action on the ActionLayer (1) then fade that layer back out. if (_IsRunning) { state = _LayeredAnimancer.Layers[ActionLayer].Play(_Action, FadeDuration, FadeMode.FromStart); state.Events.OnEnd = () => _LayeredAnimancer.Layers[ActionLayer].StartFade(0, FadeDuration); } else// Otherwise perform the action on the BaseLayer (0) then return to idle. { state = _LayeredAnimancer.Layers[BaseLayer].Play(_Action, FadeDuration, FadeMode.FromStart); state.Events.OnEnd = () => _LayeredAnimancer.Play(_Idle, FadeDuration); } } /************************************************************************************************************************/ } }