CapersProject/Assets/02.Scripts/Character/AnimationController.cs
Nam Tae Gun 51798c3346 #16 SandMole(모래 두더지) 보스 추가 중
+ AiMovement 클래스 재생성 및 초기화 방식 변경
+ AnimationController 클래스 초기화 방식 변경
+ MapManager, MapController 로직 수정
+ BaseBoss 프리팹 수정
+ SandMole 보스에 맞게 맵 추가
+ 임시 SandMole, GhostBarrel 이미지 추가
+ 기존 GroundGreen, GroundRed 스프라이트 정사각형으로 변경, 수정에 따라 BaseMapController Ground, Wall 수정
+ 코뿔소 맵 투명화 Props 추가

Closes #12
2024-06-14 01:46:37 +09:00

122 lines
3.2 KiB
C#

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