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AnimationControl.cs
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AnimationControl.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimationControl : MonoBehaviour {
public AnimationData.AnimationType selectedAnimationtype;
public AnimationData currentAvailableAnimations;
public int activeAnimationIndex;
public int activeAnimationLayer;
public float animationSpeed = 1f;
public bool setRandomAnimationFromGroup;
public bool RerollAnimationOnCompletion;
public bool assignSpecicifcAnimationFromGroup;
public int specificAnimationIndex;
public int specificAnimationLayer;
public Animator animator;
private string specifiedAnimationName;
public void Start()
{
if (setRandomAnimationFromGroup)
GetAnimationRandomFromGroup();
if (assignSpecicifcAnimationFromGroup)
GetAnimationSpecificFromGroup();
animator.speed = animationSpeed;
}
public void SetAnimationGeneral(){
ResetLayerWeights(activeAnimationLayer);
animator.SetLayerWeight(activeAnimationLayer, 1f);
Debug.Log("Animation index == " + activeAnimationIndex.ToString() + " active animation layer ==" + activeAnimationLayer.ToString());
animator.Play(currentAvailableAnimations.animationNames[activeAnimationIndex], activeAnimationLayer);
if (RerollAnimationOnCompletion)
{
//Debug.Log(" Setting animation to reroll !");
Invoke("RerollAnimation", animator.GetCurrentAnimatorStateInfo(activeAnimationLayer).length);
}
}
public void SetSpecificAnimation(int pAnimationLayer, string pAnimationName , bool pCrossfade = false)
{
ResetLayerWeights(pAnimationLayer);
if (pCrossfade)
{
animator.CrossFade(pAnimationName, .75f, pAnimationLayer, 1f);
}
else
{
animator.Play(pAnimationName, pAnimationLayer);
}
}
public void GetAnimationRandomFromGroup()
{
currentAvailableAnimations = AnimationController.instance.GetAnimationRandomByType(selectedAnimationtype);
activeAnimationIndex = Random.Range(0, currentAvailableAnimations.animationNames.Count);
activeAnimationLayer = currentAvailableAnimations.animationLayer;
ResetLayerWeights(activeAnimationLayer);
SetAnimationGeneral();
}
public void GetAnimationRandom()
{
currentAvailableAnimations = AnimationController.instance.GetAnimationRandomByType(selectedAnimationtype);
activeAnimationIndex = Random.Range(0, currentAvailableAnimations.animationNames.Count);
activeAnimationLayer = currentAvailableAnimations.animationLayer;
ResetLayerWeights(activeAnimationLayer);
SetAnimationGeneral();
}
public void GetAnimationSpecificFromGroup()
{
ResetLayerWeights(specificAnimationIndex);
specifiedAnimationName = AnimationController.instance.GetSpecificAnimation(selectedAnimationtype, specificAnimationIndex);
//Debug.Log(" Available animations == null !!!!");
currentAvailableAnimations = AnimationController.instance.GetAnimationRandomByType(selectedAnimationtype);
activeAnimationIndex = specificAnimationIndex;
activeAnimationLayer = currentAvailableAnimations.animationLayer;
SetSpecificAnimation(activeAnimationLayer, specifiedAnimationName);
}
public void ResetLayerWeights(int pAnimationLayer)
{
animator.SetLayerWeight(0, 0f);
animator.SetLayerWeight(1, 0f);
animator.SetLayerWeight(2, 0f);
animator.SetLayerWeight(pAnimationLayer, 1f);
}
public void RerollAnimation()
{
//Debug.Log(" Rerolling animation !");
activeAnimationIndex = Random.Range(0, currentAvailableAnimations.animationNames.Count);
activeAnimationLayer = currentAvailableAnimations.animationLayer;
SetAnimationGeneral();
}
}