// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.DirectionalSprites
{
///
/// Animates a character to either stand idle or walk using animations defined in
/// s.
///
/// Directional Basics
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.DirectionalSprites/DirectionalBasics
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Directional Sprites - Directional Basics")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(DirectionalSprites) + "/" + nameof(DirectionalBasics))]
public sealed class DirectionalBasics : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private DirectionalAnimationSet _Idles;
[SerializeField] private DirectionalAnimationSet _Walks;
[SerializeField] private Vector2 _Facing = Vector2.down;
/************************************************************************************************************************/
private void Update()
{
var input = ExampleInput.WASD;
if (input != default)
{
_Facing = input;
Play(_Walks);
// Play could return the AnimancerState it gets from _Animancer.Play,
// But we can also just access it using _Animancer.States.Current.
var isRunning = ExampleInput.LeftShiftHold;
_Animancer.States.Current.Speed = isRunning ? 2 : 1;
}
else
{
// When we are not moving, we still remember the direction we are facing
// so we can continue using the correct idle animation for that direction.
Play(_Idles);
}
}
/************************************************************************************************************************/
private void Play(DirectionalAnimationSet animations)
{
// Instead of only a single animation, we have a different one for each direction we can face.
// So we get whichever is appropriate for that direction and play it.
var clip = animations.GetClip(_Facing);
_Animancer.Play(clip);
// Or we could do that in one line:
// _Animancer.Play(animations.GetClip(_Facing));
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// [Editor-Only]
/// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene.
///
private void OnValidate()
{
if (_Idles != null)
_Idles.GetClip(_Facing).EditModeSampleAnimation(_Animancer);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}