88 lines
3.4 KiB
C#
88 lines
3.4 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using Animancer.Units;
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using UnityEngine;
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namespace Animancer.Examples.Layers
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{
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/// <summary>Demonstrates how to use layers to play multiple animations at once on different body parts.</summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/layers">Layers</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Layers/LayeredCharacterAnimations
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Layers - Layered Character Animations")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Layers) + "/" + nameof(LayeredCharacterAnimations))]
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public sealed class LayeredCharacterAnimations : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private ClipTransition _Idle;
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[SerializeField] private ClipTransition _Move;
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[SerializeField] private ClipTransition _Action;
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[SerializeField] private AvatarMask _ActionMask;
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[SerializeField, Seconds] private float _ActionFadeOutDuration = AnimancerPlayable.DefaultFadeDuration;
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/************************************************************************************************************************/
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private AnimancerLayer _BaseLayer;
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private AnimancerLayer _ActionLayer;
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/************************************************************************************************************************/
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private void Awake()
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{
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_BaseLayer = _Animancer.Layers[0];
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_ActionLayer = _Animancer.Layers[1];// First access to a layer creates it.
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_ActionLayer.SetMask(_ActionMask);
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_ActionLayer.SetDebugName("Action Layer");
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_Action.Events.OnEnd = OnActionEnd;
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}
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/************************************************************************************************************************/
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private void Update()
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{
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UpdateMovement();
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UpdateAction();
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}
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/************************************************************************************************************************/
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private void UpdateMovement()
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{
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float forward = ExampleInput.WASD.y;
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if (forward > 0)
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{
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_BaseLayer.Play(_Move);
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}
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else
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{
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_BaseLayer.Play(_Idle);
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}
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}
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/************************************************************************************************************************/
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private void UpdateAction()
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{
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if (ExampleInput.LeftMouseUp)
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{
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_ActionLayer.Play(_Action);
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}
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}
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/************************************************************************************************************************/
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private void OnActionEnd()
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{
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_ActionLayer.StartFade(0, _ActionFadeOutDuration);
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}
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/************************************************************************************************************************/
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}
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}
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