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test/Assets/Plugins/Animancer/Examples/05 Events/02 Golf Events/GolfHitControllerAnimation.cs
T
2025-09-16 18:07:13 +07:00

65 lines
3.1 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.Events
{
/// <summary>A <see cref="GolfHitController"/> that uses Animation Events.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/events/golf">Golf Events</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/GolfHitControllerAnimation
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Animation")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(GolfHitControllerAnimation))]
public sealed class GolfHitControllerAnimation : GolfHitController
{
/************************************************************************************************************************/
/// <summary>
/// Calls the base <see cref="GolfHitController.Awake"/> method and register
/// <see cref="GolfHitController.EndSwing"/> to be called whenever the swing animation ends.
/// <para></para>
/// Normally Animancer could call the registered method at the End Time defined in the transition, but in this
/// case the <see cref="AnimationClip"/> used with this script has an Animation Event with the Function Name
/// "End", which will execute the registered method when that event time passes.
/// </summary>
protected override void Awake()
{
base.Awake();
_Swing.Events.OnEnd = EndSwing;
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="GolfHitController.HitBall"/>. The <see cref="AnimationClip"/> used with this script has an
/// Animation Event with the Function Name "Event", which will cause it to execute this method.
/// <para></para>
/// Normally you would just have the event use "HitBall" as its Function Name directly, but the same animation
/// is also being used for <see cref="GolfHitControllerAnimationSimple"/> which relies on the Function Name
/// being "Event".
/// </summary>
private void Event()
{
HitBall();
}
/************************************************************************************************************************/
/// <summary>Calls <see cref="EndEventReceiver.End"/>.</summary>
/// <remarks>
/// Called by Animation Events with the Function Name "End".
/// <para></para>
/// Note that Unity will allocate some garbage every time it triggers an Animation Event with an
/// <see cref="AnimationEvent"/> parameter.
/// </remarks>
private void End(AnimationEvent animationEvent)
{
EndEventReceiver.End(_Animancer, animationEvent);
}
/************************************************************************************************************************/
}
}