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98 lines
3.8 KiB
C#
98 lines
3.8 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 UnityEngine;
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namespace Animancer.Examples.FineControl
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{
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/// <summary>
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/// An <see cref="IInteractable"/> door which toggles between open and closed when something interacts with it.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Fine Control - Door")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.FineControl/Door")]
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[SelectionBase]
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public sealed class Door : MonoBehaviour, IInteractable
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private AnimationClip _Open;
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[SerializeField, Range(0, 1)]
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private float _Openness;
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/************************************************************************************************************************/
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private void Awake()
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{
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// Apply the starting state and pause the graph.
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var state = _Animancer.Play(_Open);
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state.NormalizedTime = _Openness;
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_Animancer.Evaluate();
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_Animancer.Playable.PauseGraph();
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// And also pause it whenever the animation finishes to save performance.
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state.Events.OnEnd = _Animancer.Playable.PauseGraph;
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// Normally the OnEnd event would be cleared whenever we play a new animation, but since there is only one
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// animation in this example we just leave it playing and pause/unpause the graph instead.
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}
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/************************************************************************************************************************/
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/// <summary>[<see cref="IInteractable"/>]
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/// Toggles this door between open and closed.
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/// </summary>
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public void Interact()
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{
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// Get the state to set its speed (or we could have just kept the state from Awake).
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var state = _Animancer.States[_Open];
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// If currently near closed, play the animation forwards.
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if (_Openness < 0.5f)
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{
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state.Speed = 1;
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_Openness = 1;
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}
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else// Otherwise play it backwards.
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{
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state.Speed = -1;
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_Openness = 0;
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}
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// And make sure the graph is playing.
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_Animancer.Playable.UnpauseGraph();
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <summary>[Editor-Only]
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/// Called by the Unity Editor in Edit Mode whenever an instance of this script is loaded or a value is changed
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/// in the Inspector.
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/// <para></para>
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/// Applies the starting openness value to the door in Edit Mode.
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/// </summary>
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private void OnValidate()
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{
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if (_Animancer == null || _Open == null)
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return;
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// Delay for a frame. Otherwise Unity gives an error after recompiling scripts.
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UnityEditor.EditorApplication.delayCall += () =>
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{
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if (_Animancer == null || _Open == null)
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return;
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Awake();
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};
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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}
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}
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