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PopulateAnimations();
_currentActionState = _idleState;
_nextActionState = _idleState;
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_nextActionState = default(IdleState);
}
public void ChangeClipSet(string weaponName) {
int weaponIdx = _animationBank.animationClipSets.FindIndex(set => set.weapon.Value.name == weaponName);
_idleStateName = GetNewIdleState();
_animator.Play(_idleStateName, _layer, 0f);
if (weaponIdx != -1) {
PopulateAnimations(_animationBank.animationClipSets[weaponIdx].clipSet);
ResetNextState();
_idleStateName = GetNewIdleState();
_animator.Play(_idleStateName, _layer, 0f);
}
void PopulateAnimations(AnimationClipSet animationClipSet) {
_animationLengths.Clear();
_moveToStateMap.Clear();
_idleStatesNames.Clear();
_animatorOverrideController = new AnimatorOverrideController(_animator.runtimeAnimatorController);
_animator.runtimeAnimatorController = _animatorOverrideController;
_clipOverrides = new List<KeyValuePair<AnimationClip, AnimationClip>>(_animatorOverrideController.overridesCount);
_animatorOverrideController.GetOverrides(_clipOverrides);
void PopulateAnimations() {
RuntimeAnimatorController ac = _animator.runtimeAnimatorController;
foreach (var animation in ac.animationClips) {
_animationLengths[animation.name] = animation.length;
if (animation.name.Contains("Idle")) {
_idleStatesNames.Add(animation.name);
for (int i = 0; i < _clipOverrides.Count; ++i) {
var clipOverride = _clipOverrides[i];
AnimationClip overrideClip = clipOverride.Value;
// Assuming State name and Clip Key Name are the same
var stateName = clipOverride.Key.name;
if (stateName.Contains("Idle")) {
if (_idleStatesNames.Count < animationClipSet.idle.Count) {
_idleStatesNames.Add(stateName);
overrideClip = animationClipSet.idle[_idleStatesNames.Count - 1];
}
}
else if (stateName.Contains("Run")) {
_runStateName = stateName;
overrideClip = animationClipSet.run;
else if (animation.name.Contains("Run")){
_runStateName = animation.name;
else if (stateName.Contains("Attack")) {
var attackCount = _moveToStateMap.Count;
if (attackCount < animationClipSet.moveContainers.Count) {
var moveName = animationClipSet.moveContainers[attackCount].combatMove.Value.moveName;
overrideClip = animationClipSet.moveContainers[attackCount].attackAnimation;
_moveToStateMap[moveName] = stateName;
_animationLengths[moveName] = overrideClip.length;
}
}
}
void HandleFollowState() {
switch (_nextActionState) {
case IdleState:
_animator.Play(_idleStateName, _layer, 0f);
break;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[CreateAssetMenu(fileName = "AnimationClipSetBank", menuName = "Animation/AnimationClipSetBank")]
public class AnimationClipSetBank : ScriptableObject
{
public List<AnimationClipSetContainer> animationClipSets;
}
[Serializable]
public class AnimationClipSetContainer
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public WeaponRef weapon;
public AnimationClipSet clipSet;
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "AnimationClipSet", menuName = "Animation/AnimationClipSet")]
public class AnimationClipSet : ScriptableObject
{
public List<AnimationClip> idle;
public AnimationClip run;
public List<CombatMoveContainer> moveContainers;
}
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public class CombatMoveContainer
{
public CombatMoveRef combatMove;
public AnimationClip attackAnimation;
public AnimationClip runAnimationOverride;
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