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Closeoverrides | Overrides list to apply. |
Applies the list of overrides on this Animator Override Controller.
This function should be used as soon as you need to override more than two Animation Clips in the same frame. The function will notify the Animator to update all the internal bindings after processing the whole list.
using UnityEngine; using System.Collections.Generic;
public class AnimationClipOverrides : List<KeyValuePair<AnimationClip, AnimationClip>> { public AnimationClipOverrides(int capacity) : base(capacity) {}
public AnimationClip this[string name] { get { return this.Find(x => x.Key.name.Equals(name)).Value; } set { int index = this.FindIndex(x => x.Key.name.Equals(name)); if (index != -1) this[index] = new KeyValuePair<AnimationClip, AnimationClip>(this[index].Key, value); } } }
public class Weapon { public AnimationClip singleAttack; public AnimationClip comboAttack; public AnimationClip dashAttack; public AnimationClip smashAttack; }
public class SwapWeapon : MonoBehaviour { public Weapon[] weapons;
protected Animator animator; protected AnimatorOverrideController animatorOverrideController;
protected int weaponIndex;
protected AnimationClipOverrides clipOverrides; public void Start() { animator = GetComponent<Animator>(); weaponIndex = 0;
animatorOverrideController = new AnimatorOverrideController(animator.runtimeAnimatorController); animator.runtimeAnimatorController = animatorOverrideController;
clipOverrides = new AnimationClipOverrides(animatorOverrideController.overridesCount); animatorOverrideController.GetOverrides(clipOverrides); }
public void Update() { if (Input.GetButtonDown("NextWeapon")) { weaponIndex = (weaponIndex + 1) % weapons.Length; clipOverrides["SingleAttack"] = weapons[weaponIndex].singleAttack; clipOverrides["ComboAttack"] = weapons[weaponIndex].comboAttack; clipOverrides["DashAttack"] = weapons[weaponIndex].dashAttack; clipOverrides["SmashAttack"] = weapons[weaponIndex].smashAttack; animatorOverrideController.ApplyOverrides(clipOverrides); } } }
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