diff options
author | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
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committer | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
commit | 22891bf59032ba88262824255a706d652031384b (patch) | |
tree | 7595439ba9966c9402d37e37cee5e8cf098757d5 /Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs | |
parent | 8b04ea73e540067f83870b61d89db4868fea5e8a (diff) |
* move folder
Diffstat (limited to 'Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs')
-rw-r--r-- | Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs | 302 |
1 files changed, 302 insertions, 0 deletions
diff --git a/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs new file mode 100644 index 00000000..1d407fc2 --- /dev/null +++ b/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs @@ -0,0 +1,302 @@ +#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); } } + + public bool isBaseLayer { get { return layerIndex == 0; } } + + 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 + { + AnimatorClipInfo[] clipInfos = clipsInfo; + if (clipInfos == null || clipInfos.Length == 0) + return null; + var clip = clipInfos[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 + m_AnimationData = ResourceManager.Instance.LoadAsset<AnimationData>(path); + return m_AnimationData; + } + } + + // 当前在播放的动作 + // 如果处于transition中,认为当前状态是transition的目标状态(和Animator规则不一样) + public AnimatorStateInfo stateInfo + { + get + { + AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(layerIndex); + if (isInTransition) // 过渡中的动作认为当前动作是下一个动作 + { + 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[] clipsInfo + { + get + { + AnimatorClipInfo[] clips = null; + if (!isInTransition)
+ {
+ clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
+ if (clips.Length == 0)
+ {
+ clips = m_Animator.GetNextAnimatorClipInfo(layerIndex);
+ } + } + else // 过渡中的动作认为当前动作是下一个动作
+ {
+ clips = m_Animator.GetNextAnimatorClipInfo(layerIndex);
+ } + return clips; + } + } + + public AnimatorClipInfo clipInfo
+ {
+ get
+ {
+ return clipsInfo[0];
+ }
+ } + + public int stateHash + { + get + { + return stateInfo.shortNameHash; + } + } + + // 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.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 + { + AnimatorStateInfo state = stateInfo; + if (!state.loop && state.normalizedTime > 1) + return 1; + //if (state.IsName("Attack0"))
+ //{
+ // Debug.Log("normalizedTime=" + state.normalizedTime); + // Debug.Log("playbackTimeInSeconds=" + state.normalizedTime * clipInfo.clip.length); + //} + return state.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 + { + 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 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); + 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);
+ m_TimelineEventProxy.ResetPrevAnimationData();
+
+ playbackSpeed = 1;
+ }
+
+ public void OnPlay(string animState, float normalizedTime) + { + m_CurrentState = animState; + m_Animator.Play(animState, layerIndex, normalizedTime); + m_TimelineEventProxy.ResetPrevAnimationData();
+
+ playbackSpeed = 1;
+ } + +} + +[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 virtual AnimatorLayerInfo baseLayer
+ {
+ get { return layers[0]; }
+ } + + public bool isInTransition + { + get + { + return m_Animator.IsInTransition(0); + } + }
+
+ public override void OnUpdate()
+ {
+ base.OnUpdate();
+ }
+
+ public void Play(string animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity) + {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnPlay(animState, normalizedTime);
+
+ UnitRootMotion rm = m_Owner.GetComponent<UnitRootMotion>();
+ if(rm)
+ {
+ rm.OnAnimationChange();
+ }
+ }
+
+ public void CrossFade(string 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, normalizedTransitionDuration, normalizedTimeOffset, normalizedTransitionTime);
+
+ UnitRootMotion rm = m_Owner.GetComponent<UnitRootMotion>();
+ if (rm)
+ {
+ rm.OnAnimationChange();
+ }
+ } + +} |