Files
Colosseum/Assets/External/UI/InterfaceFantasyWarriorHUD/Samples/Scripts/SampleAnimatorActionData.cs
dal4segno c265f980db chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합
- External/ 패키지 벤더별 분류 (Synty, Animations, UI)
- 에셋 네이밍 컨벤션 확립 및 적용
  (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등)
- pre-commit hook으로 네이밍 컨벤션 자동 검사 추가
- RESTRUCTURE_CHECKLIST.md 작성

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-16 19:08:27 +09:00

74 lines
2.1 KiB
C#

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