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120 lines
5.6 KiB
C#
120 lines
5.6 KiB
C#
// 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 System;
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using UnityEngine;
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namespace Animancer.Examples.Basics
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{
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/// <summary>
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/// Demonstrates how to use a <see cref="NamedAnimancerComponent"/> to play animations by name.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Basics - Named Animations")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.Basics/NamedAnimations")]
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public sealed class NamedAnimations : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private NamedAnimancerComponent _Animancer;
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[SerializeField] private AnimationClip _Walk;
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[SerializeField] private AnimationClip _Run;
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/************************************************************************************************************************/
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// Idle.
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/************************************************************************************************************************/
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// Called by a UI Button.
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/// <summary>
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/// Plays the idle animation by name. This requires the animation to already have a state in the
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/// <see cref="NamedAnimancerComponent"/>, which has already been done in this example by adding it to the
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/// <see cref="NamedAnimancerComponent.Animations"/> list in the Inspector.
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/// <para></para>
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/// If it has not been added, this method will simply do nothing.
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/// </summary>
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public void PlayIdle()
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{
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_Animancer.Play("Humanoid-Idle");
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}
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/************************************************************************************************************************/
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// Walk.
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/************************************************************************************************************************/
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// Called by a UI Button.
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/// <summary>
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/// Plays the walk animation by name. Unlike the idle animation, this one has not been added to the
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/// Inspector list so it will not exist and this method will log a message unless you call
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/// <see cref="InitialiseWalkState"/> first.
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/// </summary>
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public void PlayWalk()
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{
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var state = _Animancer.Play("Humanoid-Walk");
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if (state == null)
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{
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Debug.Log("No state called 'Humanoid-Walk' exists yet." +
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" Click 'Initialise Walk State' to create it then try again.", this);
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}
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// _Animancer.Play(_Walk.name); would also work,
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// but if we are going to use the clip we should really just use _Animancer.Play(_Walk);
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}
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/************************************************************************************************************************/
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// Called by a UI Button.
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/// <summary>
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/// Creates a state for the walk animation so that <see cref="PlayWalk"/> can play it.
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/// </summary>
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/// <remarks>
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/// Calling this method more than once will throw an <see cref="ArgumentException"/> because a state already
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/// exists with the key it's trying to use (the animation's name).
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/// <para></para>
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/// If we wanted to allow repeated calls we could use
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/// <see cref="AnimancerLayer.GetOrCreateState(AnimationClip, bool)"/> instead, which would create a state the
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/// first time then return the same one every time after that.
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/// <para></para>
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/// If we wanted to actually create multiple states for the same animation, we would have to use the optional
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/// `key` parameter to specify a different key for each of them.
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/// </remarks>
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public void InitialiseWalkState()
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{
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_Animancer.States.Create(_Walk);
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Debug.Log("Created a state to play " + _Walk, this);
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}
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/************************************************************************************************************************/
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// Run.
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/************************************************************************************************************************/
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// Called by a UI Button.
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/// <summary>
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/// Plays the run animation using a direct reference to show that the ability to play animations by
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/// name in a <see cref="NamedAnimancerComponent"/> does not prevent it from also using direct references like
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/// the base <see cref="AnimancerComponent"/>.
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/// </summary>
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public void PlayRun()
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{
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_Animancer.Play(_Run);
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// What actually happens internally looks more like this:
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// object key = _Animancer.GetKey(_Run);
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// var state = _Animancer.GetOrCreate(key, _Run);
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// _Animancer.Play(state);
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// The base AnimancerComponent.GetKey returns the AnimationClip to use as its own key, but
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// NamedAnimancerComponent overrides it to instead return the clip's name. This is a bit less
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// efficient, but it allows us to use clips (like we are here) or names (like with the idle)
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// interchangeably.
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// After the 'Run' state has been created, we could do any of the following:
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// _Animancer.GetState(_Run) or GetState("Run").
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// _Animancer.Play(_Run) or Play("Run").
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// Same for CrossFade, and CrossFadeFromStart.
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}
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/************************************************************************************************************************/
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}
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}
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