// 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 Animancer.Units;
using UnityEngine;
namespace Animancer.Examples.Layers
{
/// Demonstrates how to use layers to play multiple animations at once on different body parts.
/// Layers
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Layers/LayeredCharacterAnimations
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Layers - Layered Character Animations")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Layers) + "/" + nameof(LayeredCharacterAnimations))]
public sealed class LayeredCharacterAnimations : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private ClipTransition _Idle;
[SerializeField] private ClipTransition _Move;
[SerializeField] private ClipTransition _Action;
[SerializeField] private AvatarMask _ActionMask;
[SerializeField, Seconds] private float _ActionFadeOutDuration = AnimancerPlayable.DefaultFadeDuration;
/************************************************************************************************************************/
private AnimancerLayer _BaseLayer;
private AnimancerLayer _ActionLayer;
/************************************************************************************************************************/
private void Awake()
{
_BaseLayer = _Animancer.Layers[0];
_ActionLayer = _Animancer.Layers[1];// First access to a layer creates it.
_ActionLayer.SetMask(_ActionMask);
_ActionLayer.SetDebugName("Action Layer");
_Action.Events.OnEnd = OnActionEnd;
}
/************************************************************************************************************************/
private void Update()
{
UpdateMovement();
UpdateAction();
}
/************************************************************************************************************************/
private void UpdateMovement()
{
float forward = ExampleInput.WASD.y;
if (forward > 0)
{
_BaseLayer.Play(_Move);
}
else
{
_BaseLayer.Play(_Idle);
}
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (ExampleInput.LeftMouseUp)
{
_ActionLayer.Play(_Action);
}
}
/************************************************************************************************************************/
private void OnActionEnd()
{
_ActionLayer.StartFade(0, _ActionFadeOutDuration);
}
/************************************************************************************************************************/
}
}