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authorchai <chaifix@163.com>2021-09-01 11:55:38 +0800
committerchai <chaifix@163.com>2021-09-01 11:55:38 +0800
commitc8af1f2c55109092f2c305f2fac5ab240d46399b (patch)
tree8fe4e7f68c0a6b4ced299f9ed50b47be522c09bf /Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
parent046002902a421db273d832deea1a0a4b3b989a0c (diff)
*misc
Diffstat (limited to 'Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs')
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs19
1 files changed, 9 insertions, 10 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
index 41f9e8b6..a4752a8b 100644
--- a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
@@ -61,6 +61,11 @@ public class PCAnimation : UnitAnimation
LandingGround,
}
+ public override AnimatorLayerInfo baseLayer
+ {
+ get { return layers[(int)ELayer.Basic]; }
+ }
+
private UnitActionData m_ActionData;
public bool applyRootMotion { get; set; }// 动态设置root motion
@@ -75,7 +80,7 @@ public class PCAnimation : UnitAnimation
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[0] = new AnimatorLayerInfo(this, m_Animator, (int)ELayer.Basic);
//m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack);
if (m_Animator == null)
@@ -204,18 +209,12 @@ public class PCAnimation : UnitAnimation
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);
+ base.Play(animState.ToString(), layerIndex, normalizedTime);
}
- public void CrossFade(EAnimState animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
+ private 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);
+ base.CrossFade(animState.ToString(), normalizedTransitionDuration, layerIndex, normalizedTimeOffset, normalizedTransitionTime);
}
}