/// <summary>
    /// Use this function to show a new editor window for creating a new AnimObject asset.
    /// </summary>
    /// <param name="animController">The AnimationController that this AnimObject will be added to</param>
    /// <param name="animation">Which "Animation" we're adding this AnimObject to</param>
    public static void ShowAddNewAnimObjectWindow(RSRAnimationController animController, AnimObject.AnimationEnum animation)
    {
        window = EditorWindow.GetWindow <AddNewAnimObject>(false, "Add New AnimObject");
        window.SetTargetAnimController(animController);

        /* Now we need to find which Animation we're dealing with */
        window._targetAOH = window._targetAnimController.GetAnimObjectHolders().First(aoh => aoh.GetAnimationEnum() == animation);
    }
Example #2
0
 void OnEnable()
 {
     if (_animController == null)
     {
         RSRUtility.SetupMember <RSRAnimationController>(_animController, gameObject);
         _animController = gameObject.GetComponent <RSRAnimationController>();
     }
 }
Example #3
0
 public void OnEnable()
 {
     /* Get ref to animController */
     _animController = (RSRAnimationController)target;
     if (_animController.GetAnimObjectHolders() == null)
     {
         _animController.SetAnimObjectHolders(new AnimObjectHolder[] {});
     }
     SetupStyles();
 }
Example #4
0
    /*
     * targetObj: in this case, the object that will be doing an animation
     * animEnum: Animation for targetObj to play */
    public virtual IEnumerator PlayTarget(RSRMonoBehaviour targetObj, AnimObject.AnimationEnum animEnum)
    {
        RSRAnimationController targetAnimController = targetObj.GetComponent <RSRAnimationController>();

        if (targetAnimController == null)
        {
            Debug.LogWarning("targetObj " + targetObj.ToString() + "does not have an AnimationController attached!");
            yield break;
        }

        yield return(new WaitForSeconds(delayForTargetAnim)); //DELAY

        if (optionalTargetAnimationOverride == AnimationEnum.Default)
        {
            targetObj.PlayAnimation(animEnum);
        }
        else
        {
            targetObj.PlayAnimation(optionalTargetAnimationOverride);
        }
    }
 public void SetTargetAnimController(RSRAnimationController target)
 {
     _targetAnimController = target;
 }
    bool willOverride = false;     //Will adding this anim override an existing anim?


    public static void ShowAddNewAnimationWindow(RSRAnimationController animController)
    {
        window = EditorWindow.GetWindow <AddNewAnimation>(false, "Add New AnimObject");
        window.SetTargetAnimController(animController);
    }