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authorchai <chaifix@163.com>2021-08-05 19:34:04 +0800
committerchai <chaifix@163.com>2021-08-05 19:34:04 +0800
commit8d4a4c7c781de11ba3735e8ffb435b23c483af7a (patch)
treeb45ce044e465149e3df5bf1fe77095ea07cfa6ae /Assets/Scripts/Unit/Component/UnitAnimation.cs
parent5f9bce715954b5b6e2db1168f0a065cce23f5519 (diff)
*box
Diffstat (limited to 'Assets/Scripts/Unit/Component/UnitAnimation.cs')
-rw-r--r--Assets/Scripts/Unit/Component/UnitAnimation.cs43
1 files changed, 41 insertions, 2 deletions
diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs
index 18439efb..8a8b79a6 100644
--- a/Assets/Scripts/Unit/Component/UnitAnimation.cs
+++ b/Assets/Scripts/Unit/Component/UnitAnimation.cs
@@ -28,7 +28,7 @@ public class AnimatorLayerInfo
string name = clip.clip.name;
if (m_AnimationData != null && m_AnimationData.animationName == name)
return m_AnimationData;
- string path = folder + "AnimationData/" + name + ".asset" ;
+ string path = folder + "AnimationData/" + name + ".asset" ; // 要注意这里使用名字区别的,因为最终每个角色的动画都会在一个目录下面
#if UNITY_EDITOR
m_AnimationData = AssetDatabase.LoadAssetAtPath<AnimationData>(path);
#endif
@@ -56,6 +56,8 @@ public class AnimatorLayerInfo
}
}
+ private int preStateHash = -1;
+
// 当前正在播放和融合的片段信息
public AnimatorClipInfo[] clipInfo
{
@@ -73,14 +75,34 @@ public class AnimatorLayerInfo
}
}
+ //public float playbackTimeInSeconds
+ //{
+ // get
+ // {
+ // return stateInfo.normalizedTime * stateInfo.length;// stateInfo.length会等于infinity,因为设置了animator.speed = 0
+ // }
+ //}
+
+ // 并非准确的播放时间,只是逻辑时间,因为动画会加速减速
public float playbackTimeInSeconds
{
get
{
- return stateInfo.normalizedTime * stateInfo.length;
+ return stateInfo.normalizedTime * clipInfo[0].clip.length;
+ }
+ }
+
+ // 这个是真实世界的时间
+ private float m_PlaybackRealTime;
+ public float playbackRealTimeInSeconds
+ {
+ get
+ {
+ return m_PlaybackRealTime;
}
}
+ // 播放进度百分比
public float playbackNomralizedTime
{
get
@@ -119,11 +141,28 @@ public class AnimatorLayerInfo
UnitController m_Owner;
+ Coroutine m_CalcPlaybackTimeCoroutine;
+
public AnimatorLayerInfo(UnitController owner, Animator animator, UnitAnimation.ELayer layer)
{
this.m_Owner = owner;
this.m_Animator = animator;
this.layer = layer;
+ m_CalcPlaybackTimeCoroutine = owner.StartCoroutine(CalcPlaybackRealTimeCoroutine());
+ }
+
+ IEnumerator CalcPlaybackRealTimeCoroutine()
+ {
+ while (true)
+ {
+ if(preStateHash != stateHash)
+ {
+ m_PlaybackRealTime = 0;
+ }
+ m_PlaybackRealTime += Time.deltaTime;
+ preStateHash = stateHash;
+ yield return null;
+ }
}
}