CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
Powered by GitBook
On this page
  • Create Animator Parameter: HeroState
  • State-Event Transition Table
  • Has Exit Time
  • Idle -> Jump Transition: Has Exit Time - Not Selected
  • Jump - > Idle Transition: Has Exit Time - Selected
  • State - Event Transition Table
  • Optional: hero_dead animation clip
  • Configure loop-time
  • Add Animation Event to hero_dead Animation Clip
  • Steps to Create An Animation Event

Was this helpful?

  1. Getting Started
  2. Animator Controller

Animation Steps

PreviousAnimator ControllerNextPlayerController Flow Chart

Last updated 5 years ago

Was this helpful?

To create a 2D animated character, first you need to find a set of sprites that show a character with slight changes in body position.

After downloading the sprite set, determine which animation states your character will use. In this case, we'll implement 4 animation states: idle, walk, jump, dead (If desired, you can implement 3 states: idle, walk, jump)

  • Import sprites associated with desired animation states into your Unity project. Put these in a folder: Sprites/PlayerSprites

  • Select ( shift - to select multiple sprites )

  • Drag the set of sprites into the Scene view, you will be prompted to SaveAs, 'Create a new animation'

    This creates the following Items:

  • A gameObject in the hierarchy with an attached: Animator Component

  • An Animation clip - in the selected assets folder. This can be viewed/edited in the Animation window when the gameObject is selected

  • An Animator Controller - in the selected assets folder. This can be viewed/edited in the Animator window when the gameObject is selected

  • Play the Unity scene to make sure the created gameObject animation works as expected

  • Repeat steps for each desired Animation State ( idle, walk, jump, dead )

Delete the following:

  • Delete auto-created GameObjects: all except the idle gameObject ( the animation auto-created gameObjects)

  • Rename the remaining gameObject: player

  • Add Tag: player

  • Find the Animator Component on the player gameObject, Identify the Animator Controller (idle) that is on the player gameObject. This one will not be deleted (idle).

  • Delete all other Animator Controller (dead, walk, jump )

  • Keep all auto-created Animation clips (Don't delete these)

Modify the auto-created idle Animator Controller: Create 3 new Empty States

  • Open the Animator Window - ( menu: window/Animator)

  • With the player gameObject selected, the animator window should display as below.

  • Right-click in the Animator window to Create State > Empty

    Repeat 2 times to create 3 new State nodes Rename States: right-click each state to rename: hero_walk, hero_jump, hero_dead

Configure new States

  • Configure state-nodes as shown in tables below.

    • Each state-node must be assigned an animation clip,

    • Select the state-node in the animator window, then set Motion in the inspector by selecting the corresponding animation clip listed below.

    • Each state-node must have event arrows created and configured to allow transitions between state-nodes

    • Right-click on a state, select: Make Transition, drag to next state node according to the tables below

Create Animator Parameter: HeroState

//Code in PlayerController to set the HeroState parameter in the animator controller.
 animator.SetInteger("HeroState", (int)heroState.idle);

State Configuration:

State

Motion - Animation Clip

Create Transition Arrows

hero_idle

hero_idle animation

hero_idle -> hero_walk

hero_idle

hero_idle animation

hero_idle -> hero_jump

hero_walk

hero_walk animation

hero_walk -> hero_idle

hero_walk

hero_walk animation

hero_walk -> hero_jump

hero_jump

hero_jump animation

hero_jump -> hero_idle

hero_jump

hero_jump animation

hero_jump -> hero_walk

hero-dead*

hero_dead animation

Any State -> hero_dead

*hero-dead is optional

State-Event Transition Table

The following table shows the details for logic that is used to configure the transition arrows between states Each line of the table represents logic for an arrow between the CurState and NextState nodes.

Has Exit Time

The images below show the configuration for arrows between the hero_idle and the hero_jump states. The checkbox Has Exit Time is unchecked for the transition arrow that goes from idle to jump, this means that the jump event can interrupt display of the idle animation clip. When leaving the hero-jump state, the jump animation should not be interrupted, so it can to completion. It is necessary Has Exit Time is not checked for event transitions as listed in the table below. This is necessary so that the keypress-event for triggering the transition into the jump-state to run the jump animation clip.

Idle -> Jump Transition: Has Exit Time - Not Selected

Jump - > Idle Transition: Has Exit Time - Selected

State - Event Transition Table

Current State

Event Condition

Next State

HasExitTime

hero_idle

HeroState == 1

hero_walk

False

hero_idle

HeroState == 2

hero_jump

False

hero_walk

HeroState == 0

hero_idle

False

hero_walk

HeroState == 2

hero_jump

False

hero_jump

HeroState == 0

hero_idle

True

hero_jump

HeroState == 1

hero_walk

True

Optional: hero_dead animation clip

Configure loop-time

Since we don't want the hero_dead animation clip to loop continuously, we need to set that configuration as part of the hero-dead animation clip asset. In the project assets panel, find and select the hero-dead animation clip. Once the animation-clip is selected, in the inspector panel, uncheck the Loop Time checkbox. Loop-time will remain checked for all other animation clips.

Add Animation Event to hero_dead Animation Clip

Finally, you may choose to add an animation-event to the hero_dead Animation clip. An animation event allows for a function/method to be executed when at a specific animation keyframe is played. In this case, we'd like the hero_dead animation to play completely before leaving the scene or reloading the scene. So, an animation event allows for some specially defined event to be triggered when a specific keyframe is executed. The animation event can be configured to execute any public method with the following syntax: public void someMethod( ), but this method must be defined within a script-component that's on the same gameObject as the animation clip that has the animation event defined.

Steps to Create An Animation Event

  • Select the player in the hierarchy.

  • Open the Animation panel

  • From the Animation panel dropdown, select the hero_dead animation clip

  • Select the timeline section above the final keyframe

  • In the inspector, select the Function from the dropdown, to be executed as the Animation Event.(See images below)

  • If the ReloadScene( ) method hasn't been added to the player controller yet, see code below, it will need to be customized for your game details.

  • You may want to add additonal keyframes, at a later keyframe time slice, if you want the dead animation to be displayed for a longer time before the scene is reloaded.

As seen in the image below, once you've configured an animation-event, then when you hovering over the icon, it will display the message shown below, which is the name of the function / method you've configured to be executed.

///Example Method in PlayerController.cs
///This method is executed from within the hero_dead animation, 
//when the keyframe is played with the corresponding animation event.

    public void ReloadScene(){
        if(GameData.instanceRef.Lives <= 0){
            //go to end scene if there are no more Lives left
            SceneManager.LoadScene("Scene5");  //actual scene name
            StateManager.instanceRef.SwitchState(new Scene5State());  //create new state, pass to StateManager

        }
        else //if there are still Lives left, reload the current scene 
        {
            //reload this current scene
            SceneManager.LoadScene("Scene4");  //actual scene name
            StateManager.instanceRef.SwitchState(new Scene4State());  //create new state, pass to StateManager
            //How should we reset score, health variables for the game?
        }

    }

Animator Component:

Animation clip:

Animator Controller

The image below shows the remaining assets: 4 animation clips and 1 animator controller ( idle )

In the image below, in the left hand panel of the Animator Controller, select the Parameter tab. Select + to add a new int parameter, you will name it HeroState. This is the value that is used to set the logic for transition arrows between states. The is is used in the code to send a signal to the animator controller in the player controller script.

The diagram below shows that 6 transition arrows have been created in the Animator Controller, using the configuration information listed in the table above.

Select hero_dead Animation Clip in Project Assets

Uncheck Loop Time in Inspector Panel for hero-dead Animation clip

Push the button: with icon: small white vertical rectangle, when you hover over this icon, it will say Animation Event

Link to Free - 2D GameArt - Sprites used here