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authorchai <chaifix@163.com>2021-09-01 10:29:02 +0800
committerchai <chaifix@163.com>2021-09-01 10:29:02 +0800
commit046002902a421db273d832deea1a0a4b3b989a0c (patch)
tree278008556cf85f1776af502f613834eb91cc0c71 /Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
parent5ccdd2737229a33e924e21616d56364773018086 (diff)
parente7c9ddfae65a93336d414c2af90effd1d8bada82 (diff)
Merge branch 'master' of warmcat.org:/home/git-repo/Erika
Diffstat (limited to 'Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs')
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs221
1 files changed, 221 insertions, 0 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
new file mode 100644
index 00000000..41f9e8b6
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
@@ -0,0 +1,221 @@
+#define ANIM_CROSS_FADE
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PCAnimation : UnitAnimation
+{
+
+#if !ANIM_CROSS_FADE
+ // 切换动画
+ public enum ETrigger
+ {
+ ToIdle,
+ ToMove,
+ ToJump,
+ ToAttack,
+ ToAirAttack,
+ ToLanding,
+ }
+#endif
+
+ public enum ELayer
+ {
+ Basic = 0,
+ Attack,
+ SwordAttack,
+ GunAttack,
+ UpperBody,
+ LowerBody,
+ Count,
+ }
+
+
+ // 动作名,和animator里的state对应
+ public enum EAnimState
+ {
+ // layer 0
+ Idle = 0,
+ Move,
+ Jump,
+ Hit,
+ Attack,
+ Rise,
+ Stinger,
+ Turn,
+ Landing,
+
+ AirAttack0,
+ AirAttack1,
+ AirAttack2,
+ AirAttack3,
+
+ Attack0,
+ Attack1,
+ Attack2,
+ Attack3,
+
+ AirDash,
+
+ LandingGround,
+ }
+
+ private UnitActionData m_ActionData;
+
+ public bool applyRootMotion { get; set; }// 动态设置root motion
+ public bool applyRootCurve { get; set; } // 程序生成的root motion
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
+
+ m_Animator.speed = 0;
+
+ m_LayerInfo = new AnimatorLayerInfo[2];
+ m_LayerInfo[0] = new AnimatorLayerInfo(this, m_Animator, (int)ELayer.Basic, ELayer.Basic.ToString());
+ //m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack);
+
+ if (m_Animator == null)
+ {
+ LogHelper.LogError("没有挂Animator组件");
+ }
+
+ applyRootMotion = true;
+ }
+
+ public override void OnUpdate()
+ {
+ base.OnUpdate();
+
+ UpdateLayer();
+ UpdateAnimation();
+
+ if (applyRootMotion)
+ UpdateRootMotion();
+ if (applyRootCurve)
+ UpdateRootCurve();
+ }
+
+ void UpdateLayer()
+ {
+ m_LayerInfo[0].OnUpdate();
+ return;
+ for (int i = 0; i < m_LayerInfo.Length; ++i)
+ {
+ m_LayerInfo[i].OnUpdate();
+ }
+ }
+
+ void UpdateAnimation()
+ {
+ m_Animator.speed = 1;
+ m_Animator.Update(Time.deltaTime);
+ m_Animator.speed = 0;
+ }
+
+ void UpdateRootMotion()
+ {
+ m_Owner.unitRootMotion.UpdateRootMotion();
+ }
+
+ void UpdateRootCurve()
+ {
+ }
+
+ public void AnimIdle()
+ {
+ this.CrossFade(EAnimState.Idle, 0.2f, 0);
+ }
+
+ public void AnimMove()
+ {
+ this.CrossFade(EAnimState.Move, 0.01f, 0);
+ }
+
+ public void AnimJump()
+ {
+ this.CrossFade(EAnimState.Jump, 0.01f);
+ }
+
+ public void AnimAirAttack(int id)
+ {
+ m_Owner.unitCollider.OnAnimationChange();
+ switch (id)
+ {
+ case 0:
+ this.CrossFade(EAnimState.AirAttack0, 0.05f);
+ break;
+ case 1:
+ this.CrossFade(EAnimState.AirAttack1, 0.05f);
+ break;
+ case 2:
+ this.CrossFade(EAnimState.AirAttack2, 0.05f);
+ break;
+ case 3:
+ this.CrossFade(EAnimState.AirAttack3, 0.05f);
+ break;
+ }
+ }
+
+ public void AnimAttack(int id)
+ {
+ m_Owner.unitCollider.OnAnimationChange();
+ switch (id)
+ {
+ case 0:
+ this.CrossFade(EAnimState.Attack0, 0.05f);
+ break;
+ case 1:
+ this.CrossFade(EAnimState.Attack1, 0.05f);
+ break;
+ case 2:
+ this.CrossFade(EAnimState.Attack2, 0.05f);
+ break;
+ case 3:
+ this.CrossFade(EAnimState.Attack3, 0.05f);
+ break;
+ }
+ }
+
+ public void AnimAirDash()
+ {
+ if (layers[0].stateInfo.IsName("AirDash"))
+ {
+ this.Play(EAnimState.AirDash, 0, 0);
+ }
+ else
+ {
+ this.CrossFade(EAnimState.AirDash, 0.05f);
+ }
+ }
+
+ public void AnimLanding()
+ {
+ this.CrossFade(EAnimState.Landing, 0.05f);
+ }
+
+ public void AnimLandingGround()
+ {
+ this.CrossFade(EAnimState.LandingGround, 0.00f);
+ }
+
+ private void Play(EAnimState animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity)
+ {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnPlay(animState.ToString(), normalizedTime);
+ }
+
+ public void CrossFade(EAnimState animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
+ {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnCrossFade(animState.ToString(), normalizedTransitionDuration, normalizedTimeOffset, normalizedTransitionTime);
+ }
+
+}