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