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Callbacks

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How to use callbacks to control animations in Unity?

Understanding how and when an animation ends is crucial to integrate additional actions, and Unity offers an effective solution through the Death Twin module callbacks. Callbacks allow you to execute specific actions when an animation completes its cycle, pauses or starts. Let's see how they can add dynamism and precise control to your script in Unity.

How do we integrate callbacks with Death Twin?

To implement callbacks in our script using the Death Twin module, we will follow a practical example.

  1. Modifying the Fade script:

    When the animation completes, we can send a message to the console with the onComplete function. This is accomplished using an anonymous function, which is designed to exist only in this context, or with a predefined function.

    // Example of anonymous function called in the Fade InonComplete(() => { Debug.Log("FadeInComplete");});
  2. Creating a private function:

    For the Fade Out, we create a private function called StarGame. This function not only indicates on the console that the animation has finished, but it can also trigger other in-game functionality.

    // StarGame function to indicate the end of the Fade Outprivate void StarGame() { Debug.Log("FadeOutComplete"); // Additional logic to start the game}
    // Using the function in the Fade Out processdoFade.onComplete(StarGame);

What are the benefits of this approach?

Using callbacks in this way offers numerous benefits for game developers looking to have more fine-grained control over their animations:

  • Precise synchronization: anonymous and specific functions allow additional actions to be performed exactly at the end of an animation.
  • Flexibility and modularity: The code is more readable and modular, making it easier to integrate new functions or modifications without complications.
  • Performance optimization: By executing certain actions only when necessary, the overall performance of the game is optimized.

Can multiple functions be concatenated?

Yes, one of the great benefits of this method is the ability to concatenate even more functions in the callback chain. This means that you can create complex sequences of actions that are triggered at the precise moment you choose.

For example, within a Fade Out, you can set an initial state for a GameObject when you start the FadeOnStart using another anonymous function:

// Concatenation of anonymous functions for sequential actionsdoFade.onComplete(() => { Debug.Log("FadeOutStart"); // Initial state for the GameObject});

Through these practices, we not only close out the Twin module by learning how to move objects and handle transitions, but also increase our control by knowing how and when to call other actions relevant to our GameObjects.

Continue exploring the possibilities that Unity offers you, and see you in the next module where we will deal with WebRequests. Keep going!

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Tambien lo puedes hacer asi si quieres reducir cantidad de codigo

spriteRenderer.DOFade(0,2).OnComplete(StartGame);