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CrowdControl/Assets/Plugins/Animancer/Examples/04 Directional Sprites/01 Basic Movement/SpriteMovementController.cs

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
/************************************************************************************************************************/
}
}