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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs')
-rw-r--r--Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs302
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();
+ }
+ }
+
+}