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using Animancer;
using UnityEngine;
namespace ET
{
public class PeopleAnimatorComponentAwakeSystem : AwakeSystem<PeopleAnimatorComponent>
{
public override void Awake(PeopleAnimatorComponent self)
{
self.Awake();
}
}
public class PeopleAnimatorComponentDestroySystem : DestroySystem<PeopleAnimatorComponent>
{
public override void Destroy(PeopleAnimatorComponent self)
{
self.Destroy();
}
}
[FriendClass(typeof(PeopleAnimatorComponent))]
[FriendClass(typeof(PeopleViewComponent))]
public static class PeopleAnimatorComponentSystem
{
public static void Awake(this PeopleAnimatorComponent self)
{
var people = self.GetParent<People>();
var pView = people.GetComponent<PeopleViewComponent>();
self.AnimancerComp = pView.PeopleRoot.transform.Find("Body/Model").GetComponent<NamedAnimancerComponent>();
}
public static void StopAll(this PeopleAnimatorComponent self)
{
self.AnimancerComp.Stop();
}
public static void StopAnimation(this PeopleAnimatorComponent self, string animName)
{
self.AnimancerComp.Stop(animName);
}
public static void PlayAnimation(this PeopleAnimatorComponent self, string animName)
{
self.AnimancerComp.TryPlay(animName);
}
public static void Destroy(this PeopleAnimatorComponent self)
{
self.AnimancerComp = null;
}
}
}