Files
Cielonos/Assets/Scripts/MainGame/Characters/Data/Presets/BaseAnimationGroup.cs
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

52 lines
2.4 KiB
C#

using System.Collections.Generic;
using Sirenix.OdinInspector;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
using UnityEngine.Serialization;
namespace Cielonos.MainGame.Characters
{
[CreateAssetMenu(fileName = "BaseAnimationGroup", menuName = "Cielonos/Characters/BaseAnimationGroup")]
public class BaseAnimationGroup : SerializedScriptableObject
{
public AnimationClip landIdle;
public List<AnimationClip> landIdleExtras;
public AnimationClip landWalkForward, landWalkBack, landWalkLeft, landWalkRight;
public AnimationClip landRunForward, landRunBack, landRunLeft, landRunRight;
public AnimationClip jumpStart;
[FormerlySerializedAs("jumpInAir")] public AnimationClip inAir;
public AnimationClip jumpLand;
public AnimationClip getHitLightFront, getHitLightBack, getHitLightLeft, getHitLightRight;
public AnimationClip getHitHeavyFront, getHitHeavyBack, getHitHeavyLeft, getHitHeavyRight;
public AnimationClip getHitKnockedFront, getHitKnockedBack, getHitKnockedLeft, getHitKnockedRight;
public AnimationClip riseUpFront, riseUpBack, riseUpLeft, riseUpRight;
public AnimationClip incapacitation, death;
public FuncAnimData dash;
public FuncAnimData dodge;
public void SetUp(AnimationSubcontrollerBase animSc)
{
if (animSc is PlayerAnimationSubcontroller playerAnimSc)
{
AnimatorOverrideController animatorOverride = playerAnimSc.animatorOverride;
animatorOverride["LandIdle"] = landIdle;
animatorOverride["LandWalkForward"] = landWalkForward;
animatorOverride["LandWalkBack"] = landWalkBack;
animatorOverride["LandWalkLeft"] = landWalkLeft;
animatorOverride["LandWalkRight"] = landWalkRight;
animatorOverride["LandRunForward"] = landRunForward;
animatorOverride["LandRunBack"] = landRunBack;
animatorOverride["LandRunLeft"] = landRunLeft;
animatorOverride["LandRunRight"] = landRunRight;
animatorOverride["JumpStart"] = jumpStart;
animatorOverride["InAir"] = inAir;
animatorOverride["JumpLand"] = jumpLand;
}
animSc.fullBodyFuncAnimSm.ReSet(dash);
animSc.fullBodyFuncAnimSm.ReSet(dodge);
}
}
}