132 lines
3.4 KiB
C#
132 lines
3.4 KiB
C#
using System;
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using System.Collections;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace DDD
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{
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public class AnimationController : MonoBehaviour
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{
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// Variables
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#region Variables
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// Components
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[SerializeField]
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private Animator _animator;
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#endregion
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// Unity events
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#region Unity events
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private void Awake()
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{
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InitializeComponents();
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}
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#endregion
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// Initialize methods
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#region Initialize Methdos
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[Button("컴포넌트 초기화")]
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private void InitializeComponents()
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{
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_animator = GetComponentInChildren<Animator>();
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}
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#endregion
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// Methods
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#region Methods
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public void PlayAnimation(string stateName, int layer = 0)
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{
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_animator.Play(stateName, 0);
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}
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public void SetAnimationParameter(string parameter, bool value)
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{
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if (!_animator) return;
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_animator.SetBool(parameter, value);
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}
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public void SetAnimationParameter(string parameter, int value)
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{
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if (!_animator) return;
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_animator.SetInteger(parameter, value);
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}
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public void SetAnimationParameter(string parameter, float value)
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{
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if (!_animator) return;
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_animator.SetFloat(parameter, value);
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}
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public void SetAnimationTrigger(string parameter)
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{
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if (!_animator) return;
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_animator.SetTrigger(parameter);
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}
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public bool IsComparingCurrentAnimation(string animationName, int animatorLayer = 0)
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{
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if (!_animator) return false;
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return _animator.GetCurrentAnimatorStateInfo(animatorLayer).IsName(animationName);
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}
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public IEnumerator WaitForAnimationToRun(string animationName, Action<bool> onSuccess, float timeout = 2f)
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{
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var elapsedTime = 0f;
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while (!IsComparingCurrentAnimation(animationName))
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{
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elapsedTime += Time.deltaTime;
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yield return null;
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if (elapsedTime <= timeout) continue;
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Debug.Log("Timeout waiting for animation state: " + animationName);
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onSuccess?.Invoke(false);
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}
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onSuccess?.Invoke(true);
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}
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public void SetCurrentAnimationSpeed(float targetDuration, int animatorLayer = 0)
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{
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if (!_animator) return;
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var animationLength = _animator.GetCurrentAnimatorStateInfo(animatorLayer).length;
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_animator.speed = animationLength / targetDuration;
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}
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public float GetCurrentAnimationNormalizedTime(int animatorLayer = 0)
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{
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if (!_animator) return 0f;
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return _animator.GetCurrentAnimatorStateInfo(animatorLayer).normalizedTime;
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}
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public float GetCurrentAnimationLength(int animatorLayer = 0)
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{
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if (!_animator) return 0f;
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return _animator.GetCurrentAnimatorStateInfo(animatorLayer).length;
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}
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public void ResetAnimationSpeed()
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{
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if (!_animator) return;
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_animator.speed = 1f;
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}
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#endregion
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}
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} |