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authorchai <chaifix@163.com>2021-09-01 08:30:42 +0800
committerchai <chaifix@163.com>2021-09-01 08:30:42 +0800
commita5c191cf74238084d9bd9f805b4b6755f70d956d (patch)
tree06c0f5a85e6bda587205e5b2bea8e2d9fab4f373 /Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
parent340bb7224b4f100413541df3b937d90be028a8b1 (diff)
*改变目录结构
Diffstat (limited to 'Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs')
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs249
1 files changed, 249 insertions, 0 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
new file mode 100644
index 00000000..586bfbaa
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
@@ -0,0 +1,249 @@
+#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 playbackNormalizedTime * 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 playbackNormalizedTime
+ {
+ 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, playbackNormalizedTime);
+ }
+
+ 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(playbackNormalizedTime);
+ }
+
+ }
+
+}
+
+// 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);
+ }
+ }
+
+}