BITFALL/Assets/Plugins/Animancer/Examples/01 Basics/05 Basic Character/BasicCharacterAnimations.cs

98 lines
3.3 KiB
C#

// 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.Basics
{
/// <summary>
/// Combines <see cref="BasicMovementAnimations"/> and <see cref="PlayTransitionOnClick"/> into one script.
/// </summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/basics/character">Basic Character</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/BasicCharacterAnimations
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Basic Character Animations")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(BasicCharacterAnimations))]
public sealed class BasicCharacterAnimations : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private ClipTransition _Idle;
[SerializeField] private ClipTransition _Move;
[SerializeField] private ClipTransition _Action;
private enum State
{
/// <summary><see cref="_Idle"/> or <see cref="_Move"/>.</summary>
NotActing,
/// <summary><see cref="_Action"/>.</summary>
Acting,
}
private State _CurrentState;
/************************************************************************************************************************/
private void Awake()
{
_Action.Events.OnEnd = OnActionEnd;
}
/************************************************************************************************************************/
private void OnActionEnd()
{
_CurrentState = State.NotActing;
UpdateMovement();
}
/************************************************************************************************************************/
private void Update()
{
switch (_CurrentState)
{
case State.NotActing:
UpdateMovement();
UpdateAction();
break;
case State.Acting:
UpdateAction();
break;
}
}
/************************************************************************************************************************/
private void UpdateMovement()
{
float forward = ExampleInput.WASD.y;
if (forward > 0)
{
_Animancer.Play(_Move);
}
else
{
_Animancer.Play(_Idle);
}
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (ExampleInput.LeftMouseUp)
{
_CurrentState = State.Acting;
_Animancer.Play(_Action);
}
}
/************************************************************************************************************************/
}
}