CapersProject/Assets/02.Scripts/Character/AnimationController.cs
Nam Tae Gun 3904f4fc5f #2 타이탄슬라임 유니티 애니메이션으로 변경
+ 타이탄 슬라임 Idle02, Idle03, JumpSlam02 애니메이션 추가
+ TitanSlimeData(so) 애니메이션 속도 수정

Closes #2
2024-06-04 23:55:20 +09:00

94 lines
2.6 KiB
C#

using System;
using System.Collections;
using UnityEngine;
namespace BlueWater
{
public class AnimationController : MonoBehaviour
{
// Variables
#region Variables
// Components
private Animator _animator;
#endregion
// Initialize methods
#region Initialize Methdos
public void InitializeComponents(Animator animator)
{
_animator = animator;
}
#endregion
// Methods
#region Methods
public void SetAnimationParameter(string parameter, bool value)
{
_animator.SetBool(parameter, value);
}
public void SetAnimationParameter(string parameter, int value)
{
_animator.SetInteger(parameter, value);
}
public void SetAnimationParameter(string parameter, float value)
{
_animator.SetFloat(parameter, value);
}
public void SetAnimationTrigger(string parameter)
{
_animator.SetTrigger(parameter);
}
public bool IsComparingCurrentAnimation(string animationName, int animatorLayer = 0)
{
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)
{
var animationLength = _animator.GetCurrentAnimatorStateInfo(animatorLayer).length;
_animator.speed = animationLength / targetDuration;
}
public float GetCurrentAnimationNormalizedTime(int animatorLayer = 0)
{
return _animator.GetCurrentAnimatorStateInfo(animatorLayer).normalizedTime;
}
public float GetCurrentAnimationLength(int animatorLayer = 0)
{
return _animator.GetCurrentAnimatorStateInfo(animatorLayer).length;
}
public void ResetAnimationSpeed()
{
_animator.speed = 1f;
}
#endregion
}
}