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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SimpleAnimationTransitions : MonoBehaviour {
enum AnimationType
{
Legacy,
SimplePlayable,
StateMachine
}
AnimationType animationType;
SimpleAnimation simpleAnimation;
public AnimationClip clip;
// Use this for initialization
IEnumerator Start ()
{
var animationComponent = GetComponent<Animation>();
var animatorComponent = GetComponent<Animator>();
var simpleAnimationComponent = GetComponent<SimpleAnimation>();
if (animationComponent)
animationType = AnimationType.Legacy;
else if (simpleAnimationComponent)
animationType = AnimationType.SimplePlayable;
else
animationType = AnimationType.StateMachine;
switch (animationType)
{
case AnimationType.Legacy:
animationComponent.AddClip(clip, "A");
animationComponent.AddClip(clip, "B");
break;
case AnimationType.SimplePlayable:
simpleAnimationComponent.AddClip(clip, "A");
simpleAnimationComponent.AddClip(clip, "B");
break;
case AnimationType.StateMachine:
break;
default:
break;
}
while(true)
{
switch (animationType)
{
case AnimationType.Legacy:
animationComponent.Play("A");
break;
case AnimationType.SimplePlayable:
simpleAnimationComponent.Play("A");
break;
case AnimationType.StateMachine:
animatorComponent.Play("A");
break;
default:
break;
}
yield return new WaitForSeconds(0.5f);
switch (animationType)
{
case AnimationType.Legacy:
animationComponent.Play("B");
break;
case AnimationType.SimplePlayable:
simpleAnimationComponent.Play("B");
break;
case AnimationType.StateMachine:
animatorComponent.Play("B");
break;
default:
break;
}
yield return new WaitForSeconds(0.5f);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestUI : MonoBehaviour {
public GameObject[] Categories;
public float fps;
public int fpssamples;
public int numInstances;
private List<GameObject> m_Instances;
// Use this for initialization
void Start ()
{
m_Instances = new List<GameObject>();
}
// Update is called once per frame
void Update () {
}
private void OnGUI()
{
if (Categories == null)
return;
GUILayout.BeginHorizontal();
foreach(var category in Categories)
{
if (GUILayout.Button(category.name))
{
fpssamples = 0;
foreach (var instance in m_Instances)
{
Destroy(instance);
}
for (int i = 0; i < numInstances; i++)
{
m_Instances.Add(Instantiate(category) as GameObject);
}
}
}
GUILayout.EndHorizontal();
var fpsCounter = new Rect(new Vector2(0.9F * Screen.width, 0.1f * Screen.height), new Vector2(0.1F * Screen.width, 0.1f * Screen.height));
float framerate = 1 / Time.deltaTime;
fps = (1 * framerate + fpssamples * fps) / (1 + fpssamples);
GUI.Label(fpsCounter, fps.ToString());
fpssamples = Mathf.Min(1000, fpssamples + 1);
}
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