// 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; } /************************************************************************************************************************/ } }