diff options
author | chai <chaifix@163.com> | 2021-09-01 10:29:02 +0800 |
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committer | chai <chaifix@163.com> | 2021-09-01 10:29:02 +0800 |
commit | 046002902a421db273d832deea1a0a4b3b989a0c (patch) | |
tree | 278008556cf85f1776af502f613834eb91cc0c71 /Assets/Scripts/Unit/Components/UnitAnimation | |
parent | 5ccdd2737229a33e924e21616d56364773018086 (diff) | |
parent | e7c9ddfae65a93336d414c2af90effd1d8bada82 (diff) |
Merge branch 'master' of warmcat.org:/home/git-repo/Erika
Diffstat (limited to 'Assets/Scripts/Unit/Components/UnitAnimation')
10 files changed, 691 insertions, 0 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs new file mode 100644 index 00000000..29caab7b --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DroneAnimation : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta new file mode 100644 index 00000000..219b76ff --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 352eb281e97bf67499a8a85ab013f0f0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs new file mode 100644 index 00000000..d7138516 --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs @@ -0,0 +1,114 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MonsterAnimation : UnitAnimation +{ + public enum ELayer + { + Basic = 0, + + Count, + } + + // 动作名,和animator里的state对应 + public enum EAnimState + { + // layer 0 + Idle = 0, + Move, + Jump, + + HitLight, + HitAir, + Rise, + } + + 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"); + } + + } + + public override void OnUpdate() + { + base.OnUpdate(); + + UpdateLayer(); + UpdateAnimation(); + UpdateRootMotion(); + } + + 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(); + } + + public void AnimIdle() + { + this.CrossFade(EAnimState.Idle, 0.2f, 0); + } + + public void AnimHitLight() + { + this.Play(EAnimState.HitLight, 0, 0); + //m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0); + } + public void AnimHitAir() + { + this.Play(EAnimState.HitAir, 0, 0); + //m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0); + } + + public void AnimRise() + { + this.CrossFade(EAnimState.Rise, 0); + } + + 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); + } + +} diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta new file mode 100644 index 00000000..448e6a1a --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cfaa5c94122a41d4f8fa844112514102 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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); + } + +} diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta new file mode 100644 index 00000000..6999e268 --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f844378e1edf4b249b3b2f9a8e4a6842 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs new file mode 100644 index 00000000..a25f453e --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RobotAnimation : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta new file mode 100644 index 00000000..f1cbe366 --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1f127e594317b84478999dccd109e5bf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs new file mode 100644 index 00000000..f07d9671 --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs @@ -0,0 +1,265 @@ +#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); + if (isInTransition) + { + stateInfo = m_Animator.GetNextAnimatorStateInfo(layerIndex); + } + // Debug.Assert(stateInfo.IsName(layerName + "." + m_CurrentState)); + 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 string m_CurrentState; + + public readonly string layerName; + + public AnimatorLayerInfo(UnitAnimation unitAnimation, Animator animator, int layer, string layerName) + { + this.layerName = layerName; + 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); + } + } + + public void OnCrossFade(string animState, float normalizedTransitionDuration, float normalizedTimeOffset, float normalizedTransitionTime ) + { + m_CurrentState = animState; + m_Animator.CrossFade(animState.ToString(), normalizedTransitionDuration, layerIndex, normalizedTimeOffset, normalizedTransitionTime); + } + + public void OnPlay(string animState, float normalizedTime) + { + m_CurrentState = animState; + m_Animator.Play(animState, layerIndex, normalizedTime); + } + +} + +// 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); + } + } + +} diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta new file mode 100644 index 00000000..75ce33fe --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4af875f33239ebf409f3e4954c0ee0cb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: |