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authorchai <chaifix@163.com>2021-09-01 19:29:48 +0800
committerchai <chaifix@163.com>2021-09-01 19:29:48 +0800
commit8c519185b0053daa23c5c5978d47baf77c1391b0 (patch)
tree72c149df2e9691db3e079c92fb03219c9ddc8e9e /Assets/Scripts/Unit/Components
parent21278085eae9c069fcb5cf61fbcdb6ca18f15b69 (diff)
*action tool的帧范围
Diffstat (limited to 'Assets/Scripts/Unit/Components')
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs20
-rw-r--r--Assets/Scripts/Unit/Components/UnitState/PCState.cs2
-rw-r--r--Assets/Scripts/Unit/Components/UnitState/UnitState.cs1
3 files changed, 11 insertions, 12 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
index 1a990252..a9c50ac3 100644
--- a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
@@ -216,22 +216,20 @@ public class AnimatorLayerInfo
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.CrossFade(animState.ToString(), normalizedTransitionDuration, layerIndex, normalizedTimeOffset, normalizedTransitionTime);
+ m_TimelineEventProxy.ResetPrevAnimationData();
+ }
+
+ public void OnPlay(string animState, float normalizedTime)
{
m_CurrentState = animState;
- m_Animator.Play(animState, layerIndex, normalizedTime);
- }
+ m_Animator.Play(animState, layerIndex, normalizedTime);
+ m_TimelineEventProxy.ResetPrevAnimationData();
+ }
}
-// 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
{
diff --git a/Assets/Scripts/Unit/Components/UnitState/PCState.cs b/Assets/Scripts/Unit/Components/UnitState/PCState.cs
index 6bd6fa78..54a48cc2 100644
--- a/Assets/Scripts/Unit/Components/UnitState/PCState.cs
+++ b/Assets/Scripts/Unit/Components/UnitState/PCState.cs
@@ -208,7 +208,7 @@ public class PCState : UnitState
IEnumerator Attack(SkillParam param)
{
- const int total = 3;
+ const int total = 4;
int id = 0;
m_Owner.pcAnimation.AnimAttack(id++);
yield return null;
diff --git a/Assets/Scripts/Unit/Components/UnitState/UnitState.cs b/Assets/Scripts/Unit/Components/UnitState/UnitState.cs
index 4896e255..aff1e0f3 100644
--- a/Assets/Scripts/Unit/Components/UnitState/UnitState.cs
+++ b/Assets/Scripts/Unit/Components/UnitState/UnitState.cs
@@ -9,4 +9,5 @@ using UnityEngine;
public class UnitState : UnitComponent
{
+
} \ No newline at end of file