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53 lines
2.4 KiB
C#
53 lines
2.4 KiB
C#
using System;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks
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{
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/// <summary>
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/// This is attached to each layer in the animator's state machines that needs to be able
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/// to trigger special effects (particles and sound effects). When an animation node begins or ends, this little
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/// script routes that info to an associated AnimatorTriggeredSpecialFX component, which is responsible for
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/// playing the sounds/particles appropriate for that character.
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/// </summary>
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///
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/// <remarks>
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/// While it's possible to attach this script to individual state-machine nodes, it's more efficient to attach
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/// this script to each Layer in the animator controller -- it will get called for all nodes in that layer.
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///
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/// Note that we get a list of ALL the AnimatorTriggeredSpecialFX attached to the Animator's game object, and check
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/// to see which one is enabled. We need this trick for our multi-character graphics prefab: it has multiple
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/// AnimatorTriggeredSpecialFX for each of the different character classes, and only the relevant one will be
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/// enabled at any given time.
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/// </remarks>
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public class AnimatorNodeHook : StateMachineBehaviour
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{
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private AnimatorTriggeredSpecialFX[] m_CachedTriggerRefs;
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (m_CachedTriggerRefs == null)
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m_CachedTriggerRefs = animator.GetComponentsInChildren<AnimatorTriggeredSpecialFX>();
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foreach (var fxController in m_CachedTriggerRefs)
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{
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if (fxController && fxController.enabled)
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{
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fxController.OnStateEnter(animator, stateInfo, layerIndex);
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}
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}
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}
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (m_CachedTriggerRefs == null)
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m_CachedTriggerRefs = animator.GetComponentsInChildren<AnimatorTriggeredSpecialFX>();
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foreach (var fxController in m_CachedTriggerRefs)
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{
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if (fxController && fxController.enabled)
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{
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fxController.OnStateExit(animator, stateInfo, layerIndex);
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}
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}
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}
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}
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}
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