summaryrefslogtreecommitdiff
path: root/Erika/Assets/Scripts/Unit
diff options
context:
space:
mode:
authorchai <chaifix@163.com>2022-06-21 13:05:57 +0800
committerchai <chaifix@163.com>2022-06-21 13:05:57 +0800
commita06a952a5c7a02573abb05153c709a7bc541ba15 (patch)
tree16c12e8841af776d0e6b6c85f69def62bf6da2c4 /Erika/Assets/Scripts/Unit
parenta6edbf35030ff5732e99db1dc4b119ba5b841aac (diff)
* unit state
Diffstat (limited to 'Erika/Assets/Scripts/Unit')
-rw-r--r--Erika/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs3
-rw-r--r--Erika/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs8
-rw-r--r--Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs29
-rw-r--r--Erika/Assets/Scripts/Unit/Components/UnitComponent.cs3
-rw-r--r--Erika/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs34
-rw-r--r--Erika/Assets/Scripts/Unit/Components/UnitState/UnitState.cs5
-rw-r--r--Erika/Assets/Scripts/Unit/UnitRootMotion.cs6
7 files changed, 64 insertions, 24 deletions
diff --git a/Erika/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs b/Erika/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs
index 82f3e792..16fbc2e5 100644
--- a/Erika/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs
+++ b/Erika/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs
@@ -3,6 +3,9 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+/// <summary>
+/// 等待动画过渡结束
+/// </summary>
public class WaitForTransitionDone : IEnumerator
{
UnitAnimation m_UnitAnimation;
diff --git a/Erika/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs b/Erika/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
index 74c33626..0620c0b6 100644
--- a/Erika/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
+++ b/Erika/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
@@ -138,10 +138,10 @@ public class PCAnimation : UnitAnimation
{
m_LayerInfo[0].OnUpdate();
return;
- for (int i = 0; i < m_LayerInfo.Length; ++i)
- {
- m_LayerInfo[i].OnUpdate();
- }
+ //for (int i = 0; i < m_LayerInfo.Length; ++i)
+ //{
+ // m_LayerInfo[i].OnUpdate();
+ //}
}
void UpdateAnimation()
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];
diff --git a/Erika/Assets/Scripts/Unit/Components/UnitComponent.cs b/Erika/Assets/Scripts/Unit/Components/UnitComponent.cs
index 825b6d92..dd59f19f 100644
--- a/Erika/Assets/Scripts/Unit/Components/UnitComponent.cs
+++ b/Erika/Assets/Scripts/Unit/Components/UnitComponent.cs
@@ -2,6 +2,9 @@
using System.Collections.Generic;
using UnityEngine;
+/// <summary>
+/// Unit组件
+/// </summary>
public class UnitComponent : MonoBehaviour
{
public UnitController owner { get { return m_Owner; } }
diff --git a/Erika/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs b/Erika/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs
index 738cc7ce..ff7ca78b 100644
--- a/Erika/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs
+++ b/Erika/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs
@@ -108,7 +108,8 @@ public partial class PCState : UnitState
TryAttackToAir();
yield return null;
}
- ChangeState(EUnitState.Idle, new IdleParam());
+ ChangeState(EUnitState.Idle, new IdleParam());
+ yield break;
}
void OnMoveExit(EUnitState nextState)
@@ -136,6 +137,7 @@ public partial class PCState : UnitState
SkillParam skill = new SkillParam();
skill.offset = 0.12f;
ChangeState(EUnitState.AttackToAir, skill);
+ yield break;
}
}
@@ -154,6 +156,7 @@ public partial class PCState : UnitState
if (isAnimationReachEnd)
{
ChangeState(EUnitState.Idle, new IdleParam());
+ yield break;
}
yield return null;
@@ -184,12 +187,14 @@ public partial class PCState : UnitState
if (InputManager.Instance.TryCommand(0.5f, false, KeyCode.J))
{
ChangeState(EUnitState.AirAttack, new SkillParam());
+ yield break;
}
}
if (isAnimationReachEnd || isAnimationReachEndPoint)
{
- ChangeState(EUnitState.Landing, new LandingParam());
+ ChangeState(EUnitState.Landing, new LandingParam());
+ yield break;
}
yield return null;
}
@@ -228,14 +233,15 @@ public partial class PCState : UnitState
m_Owner.pcAnimation.AnimAirAttack(id++);
id %= total;
- yield return null; // 等待animator更新
+ //yield return null; // 等待animator更新
yield return new WaitForTransitionDone(m_Owner.pcAnimation);
}
}
if (isAnimationReachEnd)
{
- ChangeState(EUnitState.Landing, new LandingParam());
+ ChangeState(EUnitState.Landing, new LandingParam());
+ yield break;
}
yield return null;
@@ -259,7 +265,8 @@ public partial class PCState : UnitState
{
if (isAnimationReachEnd)
{
- ChangeState(EUnitState.Landing, new LandingParam());
+ ChangeState(EUnitState.Landing, new LandingParam());
+ yield break;
}
TryTianyin();
@@ -271,7 +278,8 @@ public partial class PCState : UnitState
if (Input.GetKeyDown("j"))
{
TryTurnAround();
- ChangeState(EUnitState.AirAttack, new SkillParam());
+ ChangeState(EUnitState.AirAttack, new SkillParam());
+ yield break;
}
}
@@ -298,18 +306,24 @@ public partial class PCState : UnitState
{
TurnLeft();
ChangeState(EUnitState.AirDash, new AirDashParam());
+ yield break;
}
if (InputManager.Instance.TryCommand(0.5f, KeyCode.D, KeyCode.D))
{
TurnRight();
ChangeState(EUnitState.AirDash, new AirDashParam());
+ yield break;
}
- if (isAnimationReachEnd)
+ if (isAnimationReachEnd)
+ {
ChangeState(EUnitState.Landing, new LandingParam());
+ yield break;
+ }
bool canAttack = m_Owner.pcAnimation.baseLayer.IsToggleOpen(EAnimationToogle.Combo);
if (Input.GetKeyDown("j") && canAttack)
{
- ChangeState(EUnitState.AirAttack, new SkillParam());
+ ChangeState(EUnitState.AirAttack, new SkillParam());
+ yield break;
}
yield return null;
}
@@ -361,6 +375,7 @@ public partial class PCState : UnitState
if (Input.GetKeyDown("j"))
{
ChangeState(EUnitState.AirAttack, new SkillParam());
+ yield break;
}
m_Owner.transform.position = pos;
@@ -374,7 +389,8 @@ public partial class PCState : UnitState
{
pos.y = 0;
m_Owner.transform.position = pos;
- ChangeState(EUnitState.Idle, new IdleParam());
+ ChangeState(EUnitState.Idle, new IdleParam());
+ yield break;
}
yield return null;
diff --git a/Erika/Assets/Scripts/Unit/Components/UnitState/UnitState.cs b/Erika/Assets/Scripts/Unit/Components/UnitState/UnitState.cs
index ff42c2be..2d39f606 100644
--- a/Erika/Assets/Scripts/Unit/Components/UnitState/UnitState.cs
+++ b/Erika/Assets/Scripts/Unit/Components/UnitState/UnitState.cs
@@ -4,7 +4,10 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-// 角色状态机
+
+/// <summary>
+/// 角色状态机
+/// </summary>
[DisallowMultipleComponent]
public class UnitState : UnitComponent
{
diff --git a/Erika/Assets/Scripts/Unit/UnitRootMotion.cs b/Erika/Assets/Scripts/Unit/UnitRootMotion.cs
index 5234daab..e920fff8 100644
--- a/Erika/Assets/Scripts/Unit/UnitRootMotion.cs
+++ b/Erika/Assets/Scripts/Unit/UnitRootMotion.cs
@@ -5,7 +5,9 @@ using UnityEngine;
using UnityEditor;
#endif
-// 同步root motion到角色根节点
+/// <summary>
+/// 同步root motion到角色根节点
+/// </summary>
[DisallowMultipleComponent]
public class UnitRootMotion : UnitComponent
{
@@ -108,7 +110,7 @@ public class UnitRootMotion : UnitComponent
}
else
{
- // 因为Unti被旋转了90度,所以这里的deltaPosition的forward是x方向了
+ // 因为Unit被旋转了90度,所以这里的deltaPosition的forward是x方向了
Vector3 dest = m_Owner.unitAnimation.animator.deltaPosition;
dest.z = 0;
var state = m_Owner.unitAnimation.baseLayer.stateInfo;