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authorchai <chaifix@163.com>2022-06-21 21:13:15 +0800
committerchai <chaifix@163.com>2022-06-21 21:13:15 +0800
commitc7ee5ed7c9575eda05404f6022992f179b36d3a0 (patch)
tree859f0b9e13f1dbeb87f01172244e2e5b63ca5638 /Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
parentfb8dba84fe70d4bad6d22900716a67b02766448a (diff)
parent6bdc4612f4e77f513330a1b2af340341256544ba (diff)
Merge branch 'master' of warmcat.org:/home/git-repo/Erika into HEAD
# Conflicts: # Erika/Assets/Bundle/Materials/Unit/Effect.meta # Erika/Assets/Bundle/Shaders/Include.meta # Erika/Assets/Bundle/Shaders/Unit/Effect.meta # Erika/Assets/Bundle/Unit/Monster/Robots_Prowler/ActionData.meta # Erika/Assets/Bundle/Unit/Monster/Robots_Prowler/UnitData.meta # Erika/Assets/Bundle/Unit/NPC.meta # Erika/Assets/Bundle/Unit/PC/Erika/Materials/Normal.meta # Erika/Assets/Bundle/Unit/PC/Erika/Models.meta # Erika/Assets/Bundle/Unit/PC/Erika/UnitData.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/ActionData.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/AnimationClip.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/AnimationData.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/Materials/AfterImage.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/Materials/Normal.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/Models.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/RootMotion.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/UnitData.meta # Erika/Assets/Bundle/Unit/PC/ErikaCyborg/Weapons.meta # Erika/Assets/Bundle/Unit/Prop.meta # Erika/Assets/Scripts/Managers/ResourceManager.cs # Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs # Erika/Assets/Scripts/Utils/LogHelper.cs # Erika/Assets/Scripts/Utils/LogTag.cs # Erika/Assets/Scripts/Utils/LogTag.cs.meta
Diffstat (limited to 'Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs')
-rw-r--r--Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs64
1 files changed, 29 insertions, 35 deletions
diff --git a/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
index a5de6c57..931e49ab 100644
--- a/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
+++ b/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
@@ -1,17 +1,15 @@
#define ANIM_CROSS_FADE
-
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-
#if UNITY_EDITOR
-using UnityEditor;
+using UnityEditor;
#endif
-
-//http://unitylore.org/wiki/doku.php?id=l3y0gj
-
-// 单独一层动画
+
+// http://unitylore.org/wiki/doku.php?id=l3y0gj
+
+// 单独一层动画
public class AnimatorLayerInfo
{
public int layer;
@@ -31,14 +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;
}
@@ -55,7 +56,6 @@ public class AnimatorLayerInfo
{
stateInfo = m_Animator.GetNextAnimatorStateInfo(layerIndex);
}
- // Debug.Assert(stateInfo.IsName(layerName + "." + m_CurrentState));
return stateInfo;
}
}
@@ -127,11 +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;
}
}
@@ -190,12 +185,12 @@ public class AnimatorLayerInfo
this.m_UnitAnimation = unitAnimation;
this.m_Animator = animator;
this.layer = layer;
- m_CalcPlaybackTimeCoroutine = unitAnimation.StartCoroutine(CoCalcPlaybackRealTimeCoroutine());
+ m_CalcPlaybackTimeCoroutine = unitAnimation.StartCoroutine(CalcPlaybackRealTimeCoroutine());
m_TimelineEventProxy = new TimelineEventProxy(unitAnimation.owner);
applySpeedCurve = true;
}
- IEnumerator CoCalcPlaybackRealTimeCoroutine()
+ IEnumerator CalcPlaybackRealTimeCoroutine()
{
while (true)
{
@@ -228,13 +223,6 @@ public class AnimatorLayerInfo
}
}
- /// <summary>
- /// cross fade,不同状态间切换的间隔预先设置或者动态根据Pose的差异计算
- /// </summary>
- /// <param name="animState"></param>
- /// <param name="normalizedTransitionDuration"></param>
- /// <param name="normalizedTimeOffset"></param>
- /// <param name="normalizedTransitionTime"></param>
public void OnCrossFade(string animState, float normalizedTransitionDuration, float normalizedTimeOffset, float normalizedTransitionTime )
{
m_CurrentState = animState;
@@ -244,11 +232,6 @@ public class AnimatorLayerInfo
playbackSpeed = 1;
}
- /// <summary>
- /// 直接播放动作
- /// </summary>
- /// <param name="animState"></param>
- /// <param name="normalizedTime"></param>
public void OnPlay(string animState, float normalizedTime)
{
m_CurrentState = animState;
@@ -272,12 +255,9 @@ public class UnitAnimation : UnitComponent
public virtual AnimatorLayerInfo baseLayer
{
get { return layers[0]; }
- }
-
- /// <summary>
- /// 角色动作只有一层,不使用layer mask和layer syncing
- /// </summary>
- public AnimatorLayerInfo layer
+ }
+
+ public AnimatorLayerInfo layer
{
get
{
@@ -298,6 +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];
@@ -312,6 +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];