// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.Locomotion
{
///
/// An example of how you can wrap a containing a single blend tree in a
/// to easily control its parameter.
///
/// Linear Blending
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Locomotion/LinearBlendTreeLocomotion
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Locomotion - Linear Blend Tree Locomotion")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Locomotion) + "/" + nameof(LinearBlendTreeLocomotion))]
public sealed class LinearBlendTreeLocomotion : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private Float1ControllerTransitionAsset.UnShared _Controller;
/************************************************************************************************************************/
private void OnEnable()
{
_Animancer.Play(_Controller);
}
/************************************************************************************************************************/
/// Controlled by a .
public float Speed
{
get => _Controller.State.Parameter;
set => _Controller.State.Parameter = value;
}
/************************************************************************************************************************/
}
}