65 lines
1.7 KiB
C#
65 lines
1.7 KiB
C#
//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: Animation that moves based on a linear mapping
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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public class LinearAnimation : MonoBehaviour
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{
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public LinearMapping linearMapping;
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public new Animation animation;
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private AnimationState animState;
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private float animLength;
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private float lastValue;
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//-------------------------------------------------
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void Awake()
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{
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if ( animation == null )
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{
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animation = GetComponent<Animation>();
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}
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if ( linearMapping == null )
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{
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linearMapping = GetComponent<LinearMapping>();
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}
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//We're assuming the animation has a single clip, and that's the one we're
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//going to scrub with the linear mapping.
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animation.playAutomatically = true;
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animState = animation[animation.clip.name];
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//If the anim state's (i.e. clip's) wrap mode is Once (the default) or ClampForever,
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//Unity will automatically stop playing the anim, regardless of subsequent changes
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//to animState.time. Thus, we set the wrap mode to PingPong.
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animState.wrapMode = WrapMode.PingPong;
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animState.speed = 0;
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animLength = animState.length;
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}
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//-------------------------------------------------
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void Update()
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{
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float value = linearMapping.value;
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//No need to set the anim if our value hasn't changed.
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if ( value != lastValue )
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{
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animState.time = value * animLength;
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}
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lastValue = value;
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}
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}
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}
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