You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
94 lines
3.9 KiB
C#
94 lines
3.9 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
|
|
|
|
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
|
|
|
|
using UnityEngine;
|
|
|
|
namespace Animancer.Examples.DirectionalSprites
|
|
{
|
|
/// <summary>
|
|
/// Animates a character to either stand idle or walk using animations defined in
|
|
/// <see cref="DirectionalAnimationSet"/>s.
|
|
/// </summary>
|
|
[AddComponentMenu(Strings.MenuPrefix + "Examples/Directional Sprites - Sprite Movement Controller")]
|
|
[HelpURL(Strings.APIDocumentationURL + ".Examples.DirectionalSprites/SpriteMovementController")]
|
|
public sealed class SpriteMovementController : MonoBehaviour
|
|
{
|
|
/************************************************************************************************************************/
|
|
|
|
[SerializeField] private AnimancerComponent _Animancer;
|
|
[SerializeField] private DirectionalAnimationSet _Idles;
|
|
[SerializeField] private DirectionalAnimationSet _Walks;
|
|
[SerializeField] private Vector2 _Facing = Vector2.down;
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
private void Awake()
|
|
{
|
|
Play(_Idles);
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
private void Update()
|
|
{
|
|
// WASD Controls.
|
|
var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
|
|
if (input != Vector2.zero)
|
|
{
|
|
_Facing = input;
|
|
|
|
Play(_Walks);
|
|
|
|
// Play could return the AnimancerState it gets from _Animancer.Play,
|
|
// But we can also just access it using _Animancer.States.Current.
|
|
|
|
var isRunning = Input.GetButton("Fire3");// Left Shift by default.
|
|
_Animancer.States.Current.Speed = isRunning ? 2 : 1;
|
|
}
|
|
else
|
|
{
|
|
// When we are not moving, we still remember the direction we are facing
|
|
// so we can continue using the correct idle animation for that direction.
|
|
Play(_Idles);
|
|
}
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
private void Play(DirectionalAnimationSet animations)
|
|
{
|
|
// Instead of only a single animation, we have a different one for each direction we can face.
|
|
// So we get whichever is appropriate for that direction and play it.
|
|
|
|
var clip = animations.GetClip(_Facing);
|
|
_Animancer.Play(clip);
|
|
|
|
// Or we could do that in one line:
|
|
// _Animancer.Play(animations.GetClip(_Facing));
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
#if UNITY_EDITOR
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>[Editor-Only]
|
|
/// Called by the Unity Editor in Edit Mode whenever an instance of this script is loaded or a value is changed
|
|
/// in the Inspector.
|
|
/// <para></para>
|
|
/// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene.
|
|
/// </summary>
|
|
private void OnValidate()
|
|
{
|
|
if (_Idles == null)
|
|
return;
|
|
|
|
AnimancerUtilities.EditModePlay(_Animancer, _Idles.GetClip(_Facing), true);
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
#endif
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|