diff options
author | chai <chaifix@163.com> | 2022-06-21 13:05:57 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2022-06-21 13:05:57 +0800 |
commit | a06a952a5c7a02573abb05153c709a7bc541ba15 (patch) | |
tree | 16c12e8841af776d0e6b6c85f69def62bf6da2c4 /Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs | |
parent | a6edbf35030ff5732e99db1dc4b119ba5b841aac (diff) |
* unit state
Diffstat (limited to 'Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs')
-rw-r--r-- | Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs | 29 |
1 files changed, 21 insertions, 8 deletions
diff --git a/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs index da16b947..931e49ab 100644 --- a/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs +++ b/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs @@ -7,6 +7,8 @@ using UnityEngine; using UnityEditor; #endif +// http://unitylore.org/wiki/doku.php?id=l3y0gj
+ // 单独一层动画 public class AnimatorLayerInfo { @@ -27,14 +29,17 @@ public class AnimatorLayerInfo get { AnimatorClipInfo[] clipInfos = clipsInfo; - if (clipInfos == null || clipInfos.Length == 0) + if (clipInfos == null || clipInfos.Length == 0)
+ {
+ LogHelper.LogError(LogTag.UnitAnimation, "No current animation.");
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 + string path = folder + "AnimationData/" + name + ".asset" ; // 要注意这里是用名字区别的,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; } @@ -51,7 +56,6 @@ public class AnimatorLayerInfo { stateInfo = m_Animator.GetNextAnimatorStateInfo(layerIndex); } - // Debug.Assert(stateInfo.IsName(layerName + "." + m_CurrentState)); return stateInfo; } } @@ -123,11 +127,6 @@ public class AnimatorLayerInfo 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; } } @@ -279,6 +278,12 @@ public class UnitAnimation : UnitComponent base.OnUpdate();
}
+ /// <summary>
+ /// 直接播放动作
+ /// </summary>
+ /// <param name="animState"></param>
+ /// <param name="layerIndex"></param>
+ /// <param name="normalizedTime"></param>
public void Play(string animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity) {
AnimatorLayerInfo layer = this.layers[layerIndex];
@@ -293,6 +298,14 @@ public class UnitAnimation : UnitComponent }
}
+ /// <summary>
+ /// CrossFade
+ /// </summary>
+ /// <param name="animState"></param>
+ /// <param name="normalizedTransitionDuration"></param>
+ /// <param name="layerIndex"></param>
+ /// <param name="normalizedTimeOffset"></param>
+ /// <param name="normalizedTransitionTime"></param>
public void CrossFade(string animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
{
AnimatorLayerInfo layer = this.layers[layerIndex];
|