63 lines
2.7 KiB
C#
63 lines
2.7 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.Basics
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{
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/// <summary>
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/// This script is basically the same as <see cref="PlayAnimationOnClick"/>, except that it uses
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/// <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see>.
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/// </summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/basics/transitions">Transitions</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Basics/PlayTransitionOnClick
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Basics - Play Transition On Click")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Basics) + "/" + nameof(PlayTransitionOnClick))]
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public sealed class PlayTransitionOnClick : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private ClipTransition _Idle;
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[SerializeField] private ClipTransition _Action;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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// Transitions store their events so we only initialize them once on startup
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// instead of setting the event every time the animation is played.
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_Action.Events.OnEnd = OnActionEnd;
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// The Fade Duration of this transition will be ignored because nothing else is playing yet so there is
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// nothing to fade from.
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_Animancer.Play(_Idle);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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_Animancer.Play(_Action);
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// The end event was already assigned in OnEnable.
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}
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}
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/************************************************************************************************************************/
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private void OnActionEnd()
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{
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// No need to hard-code the Fade Duration.
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// The transitions allow us to edit it in the Inspector.
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_Animancer.Play(_Idle);
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}
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/************************************************************************************************************************/
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}
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}
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