[Assets] UI 애셋 및 TextMesh Pro 임포트
- Fantasy Warrior HUD 애셋 (Synty Studios) - Interface Core 라이브러리 - TextMesh Pro 패키지 - UI_HealthBar 프리팹
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Assets/External/InterfaceFantasyWarriorHUD/Samples/Scripts/SampleAnimatorActionData.cs
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Assets/External/InterfaceFantasyWarriorHUD/Samples/Scripts/SampleAnimatorActionData.cs
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// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
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//
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// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
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// available at: https://syntystore.com/pages/end-user-licence-agreement
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//
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// Sample scripts are included only as examples and are not intended as production-ready.
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using System;
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using UnityEngine;
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namespace Synty.Interface.FantasyWarriorHUD.Samples
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{
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/// <summary>
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/// A container class for Animator actions.
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/// </summary>
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[Serializable]
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public class SampleAnimatorActionData
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{
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public enum AnimatorActionType
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{
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Trigger,
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Bool,
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Float,
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Int
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}
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[Header("References")]
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public Animator animator;
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public AnimatorActionType type;
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[Header("Parameters")]
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public string parameterName;
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public bool boolToggle;
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public bool boolValue;
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public float floatValue;
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public int intValue;
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public void Execute()
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{
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if (!animator)
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{
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return;
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}
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animator.gameObject.SetActive(true);
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switch (type)
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{
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case AnimatorActionType.Trigger:
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animator.SetTrigger(parameterName);
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break;
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case AnimatorActionType.Bool:
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if (boolToggle)
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{
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bool currentValue = animator.GetBool(parameterName);
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animator.SetBool(parameterName, !currentValue);
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}
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else
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{
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animator.SetBool(parameterName, boolValue);
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}
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break;
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case AnimatorActionType.Float:
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animator.SetFloat(parameterName, floatValue);
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break;
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case AnimatorActionType.Int:
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animator.SetInteger(parameterName, intValue);
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break;
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}
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}
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}
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}
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