AnimationSynchronizable Class
Synchronizable Animator component.
In most cases, you should avoid synchronizing the animations as they are usually not deterministic and can be performed from actions directly.
For example, instead of playing walk animation, you should consider animating based on the velocity of the character locally.
AnimationSynchronizable is used together with the Unity Animator.
Adding a AnimationSynchronizable component to a GameObject will automatically add the Animator component.
To sync using the AnimationSynchronizable component, you need to call the method from the AnimationSynchronizable component.
using UnityEngine;
[RequireComponent(typeof(Alteruna.AnimationSynchronizable))]
public class MyAnimatedObj : MonoBehaviour
{
private Alteruna.AnimationSynchronizable _aniSync;
private int JumpId = Animator.StringToHash("Jump");
private void Start()
{
_aniSync = GetComponent<Alteruna.AnimationSynchronizable>();
if (_aniSync.Animator.isHuman) print("Humanoid");
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
_aniSync.Play(JumpId);
}
}
}
AnimatorUpdate | |
Play(Int32) | |
Play(String) | |
Play(Int32, Int32) | |
Play(String, Int32) | |
Play(Int32, Int32, Single) | |
Play(String, Int32, Single) | |
Rebind | |
Reset | |
ResetTrigger(Int32) | |
ResetTrigger(String) | |
SetBool(Int32, Boolean) | |
SetBool(String, Boolean) | |
SetFloat(Int32, Single) | |
SetFloat(String, Single) | |
SetInteger(Int32, Int32) | |
SetInteger(String, Int32) | |
SetLookAtPosition | |
SetTarget | |
SetTrigger(Int32) | |
SetTrigger(String) | |
Start | |
StartPlayback | |
StopPlayback | |