71 lines
3.3 KiB
C#
71 lines
3.3 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 UnityEngine;
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namespace Animancer.Examples.Basics
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{
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/// <summary>
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/// This script is basically the same as <see cref="PlayAnimationOnClick"/>, except that it uses
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>.
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/// </summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/basics/transitions">Transitions</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/PlayTransitionOnClick
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Play Transition On Click")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(PlayTransitionOnClick))]
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public sealed class PlayTransitionOnClick : 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 _Action;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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// Transitions store their events so we only initialize them once on startup
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// instead of setting the event every time the animation is played.
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_Action.Events.OnEnd = OnActionEnd;
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// The Fade Duration of this transition will be ignored because nothing else is playing yet so there is
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// nothing to fade from.
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_Animancer.Play(_Idle);
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}
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/************************************************************************************************************************/
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private void OnActionEnd()
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{
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_Animancer.Play(_Idle);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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if (ExampleInput.LeftMouseUp)
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{
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_Animancer.Play(_Action);
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// If you want to cross fade without using Transitions or override the fade duration of a Transition
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// then you can simply use the second parameter in the Play method.
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// _Animancer.Play(_Action, 0.25f);
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// When cross fading, setting the state.Time like the PlayAnimationOnClick script would prevent it from
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// smoothly blending so if you want to restart the animation you can use FadeMode.FromStart.
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// _Animancer.Play(_Action, 0.25f, FadeMode.FromStart);
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// But if you use transitions then you don't need to specify each of those because the Fade Duration is
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// set in the Inspector and it automatically picks the FadeMode based on whether the Start Time check
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// box is enabled or not.
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}
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}
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/************************************************************************************************************************/
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}
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}
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