88 lines
2.1 KiB
C#
88 lines
2.1 KiB
C#
using UnityEngine;
|
|
using System.Collections.Generic;
|
|
|
|
/// <summary>
|
|
/// Attach this script to any object that has idle animations.
|
|
/// It's expected that the main idle loop animation is called "idle", and idle
|
|
/// break animations all begin with "idle" (ex: idleStretch, idleYawn, etc).
|
|
/// The script will place the idle loop animation on layer 0, and breaks on layer 1.
|
|
/// </summary>
|
|
|
|
[AddComponentMenu("NGUI/Examples/Play Idle Animations")]
|
|
public class PlayIdleAnimations : MonoBehaviour
|
|
{
|
|
Animation mAnim;
|
|
AnimationClip mIdle;
|
|
List<AnimationClip> mBreaks = new List<AnimationClip>();
|
|
float mNextBreak = 0f;
|
|
int mLastIndex = 0;
|
|
|
|
/// <summary>
|
|
/// Find all idle animations.
|
|
/// </summary>
|
|
|
|
void Start ()
|
|
{
|
|
mAnim = GetComponentInChildren<Animation>();
|
|
|
|
if (mAnim == null)
|
|
{
|
|
Debug.LogWarning(NGUITools.GetHierarchy(gameObject) + " has no Animation component");
|
|
Destroy(this);
|
|
}
|
|
else
|
|
{
|
|
foreach (AnimationState state in mAnim)
|
|
{
|
|
if (state.clip.name == "idle")
|
|
{
|
|
state.layer = 0;
|
|
mIdle = state.clip;
|
|
mAnim.Play(mIdle.name);
|
|
}
|
|
else if (state.clip.name.StartsWith("idle"))
|
|
{
|
|
state.layer = 1;
|
|
mBreaks.Add(state.clip);
|
|
}
|
|
}
|
|
|
|
// No idle breaks found -- this script is unnecessary
|
|
if (mBreaks.Count == 0) Destroy(this);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If it's time to play a new idle break animation, do so.
|
|
/// </summary>
|
|
|
|
void Update ()
|
|
{
|
|
if (mNextBreak < Time.time)
|
|
{
|
|
if (mBreaks.Count == 1)
|
|
{
|
|
// Only one break animation
|
|
AnimationClip clip = mBreaks[0];
|
|
mNextBreak = Time.time + clip.length + Random.Range(5f, 15f);
|
|
mAnim.CrossFade(clip.name);
|
|
}
|
|
else
|
|
{
|
|
int index = Random.Range(0, mBreaks.Count - 1);
|
|
|
|
// Never choose the same animation twice in a row
|
|
if (mLastIndex == index)
|
|
{
|
|
++index;
|
|
if (index >= mBreaks.Count) index = 0;
|
|
}
|
|
|
|
mLastIndex = index;
|
|
AnimationClip clip = mBreaks[index];
|
|
mNextBreak = Time.time + clip.length + Random.Range(2f, 8f);
|
|
mAnim.CrossFade(clip.name);
|
|
}
|
|
}
|
|
}
|
|
} |