// 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 /************************************************************************************************************************/ } }