summaryrefslogtreecommitdiff
path: root/Assets/Scripts/Test
diff options
context:
space:
mode:
authorchai <chaifix@163.com>2020-10-17 10:12:31 +0800
committerchai <chaifix@163.com>2020-10-17 10:12:31 +0800
commitf99c4d56cf95c563e95d3965ffd6d8ba33b660ee (patch)
treecbec1f362d5eb0fd2ee67885cae17a527796f41c /Assets/Scripts/Test
parentecb0cbe03d3eef32fdb7b43fa3c60f0f241b0129 (diff)
*ability system
Diffstat (limited to 'Assets/Scripts/Test')
-rw-r--r--Assets/Scripts/Test/SaionjiScript.cs48
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Ability.cs1
2 files changed, 25 insertions, 24 deletions
diff --git a/Assets/Scripts/Test/SaionjiScript.cs b/Assets/Scripts/Test/SaionjiScript.cs
index f10c9b1d..a7ba6091 100644
--- a/Assets/Scripts/Test/SaionjiScript.cs
+++ b/Assets/Scripts/Test/SaionjiScript.cs
@@ -7,38 +7,38 @@ public partial class SaionjiScript : MonoBehaviour
HitBoxTest hitbox;
Animator animator;
- int IdleHash;
+ public GameObject Go_PistolL;
+ public GameObject Go_PistolR;
+ public GameObject Go_Blade;
- // Start is called before the first frame update
- void Start()
+ public bool UsePistol;
+ public bool UseBlade;
+
+ // Start is called before the first frame update
+ void Start()
{
animator = GetComponent<Animator>();
- // SetupAbilities();
- IdleHash = Animator.StringToHash("Idle Fight 0");
- }
+ animator.speed = 0;
+ PhysicsWorld.Instance.AddAnimator(animator);
- private void Update()
- {
+ Go_PistolL.SetActive(UsePistol);
+ Go_PistolR.SetActive(UsePistol);
+ Go_Blade.SetActive(UseBlade);
- //AnimatorStateInfo info = animator.GetCurrentAnimatorStateInfo(0);
- //if(info.normalizedTime > 0.8)
- //{
- // animator.CrossFade(IdleHash, 0.11f);
- //}
- }
+ }
- // 更新顺序:
- // internal animator update -> OnAnimatorMove() -> physics
- // 角色最后的位置以物理系统为准(如果加入物理系统的话)
- // 如果后续有物理处理,会重写transform
- // 对于后续不受物理管理的动作,不需要修改transform
- void OnAnimatorMove()
+ // 更新顺序:
+ // internal animator update -> OnAnimatorMove() -> physics
+ // 角色最后的位置以物理系统为准(如果加入物理系统的话)
+ // 如果后续有物理处理,会重写transform
+ // 对于后续不受物理管理的动作,不需要修改transform
+ void OnAnimatorMove()
{
Animator animator = GetComponent<Animator>();
-
- // animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果
- // 在后面做一个硬性约束z=0,将角色限制在z=0平面上
- if (animator)
+
+ // animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果
+ // 在后面做一个硬性约束z=0,将角色限制在z=0平面上
+ if (animator)
{
Vector3 position = transform.position;
position.x += animator.deltaPosition.x;
diff --git a/Assets/Scripts/Test/SaionjiScript_Ability.cs b/Assets/Scripts/Test/SaionjiScript_Ability.cs
index 59d55630..4b8f4693 100644
--- a/Assets/Scripts/Test/SaionjiScript_Ability.cs
+++ b/Assets/Scripts/Test/SaionjiScript_Ability.cs
@@ -26,6 +26,7 @@ public partial class SaionjiScript : MonoBehaviour
{
IdleAbility idleAbility = new IdleAbility(Anim_Idle);
+
m_AbilitySystem.AddAbility(idleAbility);
}