iFactory.Cutting.Unity/Assets/Plugins/Animancer/Examples/07 Layers/02 Dynamic Layers/LayeredAnimationManager.cs

83 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 Animancer.Units;
using UnityEngine;
namespace Animancer.Examples.Layers
{
/// <summary>Demonstrates how to use layers to play multiple animations at once on different body parts.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/layers">Layers</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Layers/LayeredAnimationManager
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Layers - Layered Animation Manager")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Layers) + "/" + nameof(LayeredAnimationManager))]
public sealed class LayeredAnimationManager : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private AvatarMask _ActionMask;
[SerializeField, Seconds] private float _ActionFadeDuration = AnimancerPlayable.DefaultFadeDuration;
private AnimancerLayer _BaseLayer;
private AnimancerLayer _ActionLayer;
private bool _CanPlayActionFullBody;
/************************************************************************************************************************/
private void Awake()
{
_BaseLayer = _Animancer.Layers[0];
_ActionLayer = _Animancer.Layers[1];
_ActionLayer.SetMask(_ActionMask);
}
/************************************************************************************************************************/
public void PlayBase(ITransition transition, bool canPlayActionFullBody)
{
_CanPlayActionFullBody = canPlayActionFullBody;
if (_CanPlayActionFullBody && _ActionLayer.TargetWeight > 0)
{
PlayActionFullBody(_ActionFadeDuration);
}
else
{
_BaseLayer.Play(transition);
}
}
/************************************************************************************************************************/
public void PlayAction(ITransition transition)
{
_ActionLayer.Play(transition);
if (_CanPlayActionFullBody)
PlayActionFullBody(transition.FadeDuration);
}
/************************************************************************************************************************/
private void PlayActionFullBody(float fadeDuration)
{
var actionState = _ActionLayer.CurrentState;
var baseState = _BaseLayer.Play(actionState.Clip, fadeDuration);
baseState.NormalizedTime = actionState.NormalizedTime;
}
/************************************************************************************************************************/
public void FadeOutUpperBody()
{
_ActionLayer.StartFade(0, _ActionFadeDuration);
}
/************************************************************************************************************************/
}
}