diff options
author | chai <chaifix@163.com> | 2021-09-01 08:30:42 +0800 |
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committer | chai <chaifix@163.com> | 2021-09-01 08:30:42 +0800 |
commit | a5c191cf74238084d9bd9f805b4b6755f70d956d (patch) | |
tree | 06c0f5a85e6bda587205e5b2bea8e2d9fab4f373 /Assets/Scripts/Unit/Component/UnitAnimation.cs | |
parent | 340bb7224b4f100413541df3b937d90be028a8b1 (diff) |
*改变目录结构
Diffstat (limited to 'Assets/Scripts/Unit/Component/UnitAnimation.cs')
-rw-r--r-- | Assets/Scripts/Unit/Component/UnitAnimation.cs | 249 |
1 files changed, 0 insertions, 249 deletions
diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs deleted file mode 100644 index 3df9ef89..00000000 --- a/Assets/Scripts/Unit/Component/UnitAnimation.cs +++ /dev/null @@ -1,249 +0,0 @@ -#define ANIM_CROSS_FADE
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-#if UNITY_EDITOR
-using UnityEditor;
-#endif
-
-// 单独一层动画
-public class AnimatorLayerInfo
-{
- public int layer;
-
- public int layerIndex { get { return (int)layer; } }
-
- public string name { get { return m_Animator.GetLayerName(layerIndex); } }
-
- private Animator m_Animator;
-
- // 当前动作的animation data,如果是blendtree选第一个动作
- private AnimationData m_AnimationData;
- public AnimationData animationData
- {
- get
- {
- if (clipInfo == null || clipInfo.Length == 0)
- return null;
- var clip = clipInfo[0]; //选第一个
- string folder = m_UnitAnimation.owner.folder;
- string name = clip.clip.name;
- if (m_AnimationData != null && m_AnimationData.animationName == name)
- return m_AnimationData;
- 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
- return m_AnimationData;
- }
- }
-
- // 当前动作所有animation data,包括blendtree使用的所有动画
- //private List<AnimationData> m_AnimationDatas;
- //public List<AnimationData> animationDatas
- //{
- // get
- // {
- // return null;
- // }
- //}
-
- // 当前在播放的动作
- // 如果处于transition中,动作不变,切换完成后才会到下一个动作
- public AnimatorStateInfo stateInfo
- {
- get
- {
- AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(layerIndex);
- AnimatorClipInfo[] clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
- if(clips == null || clips.Length == 0)
- {
- stateInfo = m_Animator.GetNextAnimatorStateInfo(layerIndex);
- }
- return stateInfo;
- }
- }
-
- private int preStateHash = -1;
-
- // 当前正在播放和融合的片段信息
- public AnimatorClipInfo[] clipInfo
- {
- get
- {
- AnimatorClipInfo[] clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
- if(clips.Length == 0)
- {
- // 如果transition设置了打断,会出现GetCurrentAnimatorClipinfo返回空数组的情况
- clips = m_Animator.GetNextAnimatorClipInfo(layerIndex);
- }
- return clips;
- }
- }
-
- public int stateHash
- {
- get
- {
- return stateInfo.shortNameHash;
- }
- }
-
- //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 playbackNomralizedTime * 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,[0-1],是逻辑上的,如果动画不是loop,那么播放完后normalizedTime是1
- public float playbackNomralizedTime
- {
- get
- {
- //return stateInfo.normalizedTime % 1f;
- if (!stateInfo.loop && stateInfo.normalizedTime > 1)
- return 1;
- return stateInfo.normalizedTime % 1f;
- }
- }
-
- public float playbackSpeed
- {
- get
- {
- return m_Animator.GetFloat("PlaybackSpeed" + layerIndex);
- }
- set
- {
- float v = Mathf.Clamp(value, 0, 10);
- m_Animator.SetFloat("PlaybackSpeed" + layerIndex, v);
- }
- }
-
- public float weight
- {
- get
- {
- return m_Animator.GetLayerWeight(layerIndex);
- }
- }
-
- public int nextStateHash
- {
- get
- {
- //if (!isInTransition)
- // return 0;
- AnimatorStateInfo nextState = m_Animator.GetNextAnimatorStateInfo(layerIndex);
- int hash = nextState.shortNameHash; // 如果不在过渡中,hash是0
- return hash;
- }
- }
-
- public bool isInTransition
- {
- get
- {
- return m_Animator.IsInTransition(layerIndex);
- }
- }
-
- public bool applySpeedCurve { get; set; }
-
- UnitAnimation m_UnitAnimation;
-
- Coroutine m_CalcPlaybackTimeCoroutine;
-
- TimelineEventProxy m_TimelineEventProxy;
-
- public AnimatorLayerInfo(UnitAnimation unitAnimation, Animator animator, int layer)
- {
- this.m_UnitAnimation = unitAnimation;
- this.m_Animator = animator;
- this.layer = layer;
- m_CalcPlaybackTimeCoroutine = unitAnimation.StartCoroutine(CalcPlaybackRealTimeCoroutine());
- m_TimelineEventProxy = new TimelineEventProxy(unitAnimation.owner.transform, unitAnimation.owner);
- applySpeedCurve = true;
- }
-
- IEnumerator CalcPlaybackRealTimeCoroutine()
- {
- while (true)
- {
- if(preStateHash != stateHash)
- {
- m_PlaybackRealTime = 0;
- }
- m_PlaybackRealTime += Time.deltaTime;
- preStateHash = stateHash;
- yield return null;
- }
- }
-
- public bool IsToggleOpen(EAnimationToogle toggle)
- {
- if (m_AnimationData == null)
- return false;
- return m_AnimationData.IsToggleOpen(toggle, playbackNomralizedTime);
- }
-
- public void OnUpdate()
- {
- // 执行事件
- m_TimelineEventProxy.ExecuteAnimationEvents(animationData, playbackTimeInSeconds * TimelineEventProxy.FPS);
-
- // 播放速度控制
- if (applySpeedCurve && animationData != null && animationData.speedCurve != null)
- {
- playbackSpeed = animationData.speedCurve.Evaluate(playbackNomralizedTime);
- }
-
- }
-
-}
-
-// 控制动画播放、执行动作timeline(包括执行事件和碰撞盒)
-// 每个layer同时只会有一个动画在播放,在执行transition时,current animation依然是
-// 这个动作,只有完全过渡完成后才会切到下一个动作
-// 当前是什么动作以ainmator的GetCurrentAnimatorStateInfo为准
-[DisallowMultipleComponent]
-public class UnitAnimation : UnitComponent
-{
- public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } }
- protected AnimatorLayerInfo[] m_LayerInfo;
-
- public Animator animator { get { return m_Animator; } }
- protected Animator m_Animator;
-
-
- public bool isInTransition
- {
- get
- {
- return m_Animator.IsInTransition(0);
- }
- }
-
-}
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