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@thelebaron
Created January 23, 2020 02:48
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using Animancer;
using UnityEngine;
public class Dude : MonoBehaviour
{
[SerializeField] private LinearMixerState.Transition GroundedMixerTransitionBase;
private LinearMixerState GroundedMixerState;
[SerializeField] private LinearMixerState.Transition PainMixerTransitionBase;
private LinearMixerState PainMixerState;
private AnimancerComponent animancer;
public bool PlayPain;
public bool PlayGrounded;
void Start()
{
animancer = GetComponent<AnimancerComponent>();
GroundedMixerState = (LinearMixerState) animancer.States.GetOrCreate(GroundedMixerTransitionBase);
PainMixerState = (LinearMixerState) animancer.States.GetOrCreate(PainMixerTransitionBase);
PainMixerState.Parameter = 1;
animancer.Play(PainMixerTransitionBase);
}
public void PlayGroundedState()
{
GroundedMixerState.Parameter = 1;
animancer.Play(GroundedMixerState);
}
public void PlayPainState()
{
PainMixerState.Parameter = 1;
animancer.Play(PainMixerState);
}
public void Update()
{
if (PlayGrounded)
PlayGroundedState();
if (PlayPain)
PlayPainState();
PlayPain = false;
PlayGrounded = false;
}
}
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