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authorchai <chaifix@163.com>2021-08-02 18:58:01 +0800
committerchai <chaifix@163.com>2021-08-02 18:58:01 +0800
commit4c362271f502b9999cd77e991271f16993d5c665 (patch)
tree7f4d1291457fafa54f06b59ff34c8fb6db9e0954 /Assets/Scripts/Unit/Component/UnitAnimation.cs
parent4f7fa7c6d5db44179b21dc17da0f7322efc4cb45 (diff)
*mics
Diffstat (limited to 'Assets/Scripts/Unit/Component/UnitAnimation.cs')
-rw-r--r--Assets/Scripts/Unit/Component/UnitAnimation.cs54
1 files changed, 13 insertions, 41 deletions
diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs
index 7ebd780c..de3d4cce 100644
--- a/Assets/Scripts/Unit/Component/UnitAnimation.cs
+++ b/Assets/Scripts/Unit/Component/UnitAnimation.cs
@@ -2,38 +2,11 @@
using System.Collections.Generic;
using UnityEngine;
-// 播放动画,执行帧事件
+// 控制动画播放,执行帧事件
[DisallowMultipleComponent]
public class UnitAnimation : UnitComponent
{
- // animator trigger值,切换动画
- public enum ETrigger
- {
- Nein = 0,
-
- ToIdle ,
- ToMove ,
- ToSpawn ,
-
- ToDie ,
- ToHitAir ,
- ToHitAirAir,
-
- ToHitKnockDown,
-
- ToJump,
- ToWalk,
-
- ToAttack,
-
- ToRise,
-
- ToStinger,
-
- ToTurn,
- }
-
- // animator状态
+ // 动画
public enum EAnimState
{
Idle,
@@ -46,15 +19,11 @@ public class UnitAnimation : UnitComponent
Turn,
}
- public Dictionary<EAnimState, ETrigger> triggers = new Dictionary<EAnimState, ETrigger>() {
- { EAnimState.Idle, ETrigger.ToIdle},
- { EAnimState.Move, ETrigger.ToMove},
- { EAnimState.Jump, ETrigger.ToJump},
- { EAnimState.Attack, ETrigger.ToAttack},
- { EAnimState.Rise, ETrigger.ToRise},
- { EAnimState.Stinger, ETrigger.ToStinger},
- { EAnimState.Turn , ETrigger.ToTurn},
- };
+ public enum ELayer
+ {
+ Basic = 0,
+ Attack = 1,
+ }
public Animator animator { get { return m_Animator; } }
private Animator m_Animator;
@@ -89,12 +58,15 @@ public class UnitAnimation : UnitComponent
}
}
+ public string GetTrigger(EAnimState state)
+ {
+ return "To" + state.ToString();
+ }
+
public void Play(EAnimState state)
{
m_CurState = state;
- ETrigger trigger = triggers[state];
- string toAnim = trigger.ToString();
- m_Animator.SetTrigger(toAnim);
+ m_Animator.SetTrigger(GetTrigger(state));
m_Animator.speed = 0;
m_PlaybackTime = 0;
m_Owner.unitRootMotion.Reset();