diff options
Diffstat (limited to 'Assets/Scripts/Unit/Component/PCAnimation.cs')
-rw-r--r-- | Assets/Scripts/Unit/Component/PCAnimation.cs | 217 |
1 files changed, 0 insertions, 217 deletions
diff --git a/Assets/Scripts/Unit/Component/PCAnimation.cs b/Assets/Scripts/Unit/Component/PCAnimation.cs deleted file mode 100644 index 9c2a77ec..00000000 --- a/Assets/Scripts/Unit/Component/PCAnimation.cs +++ /dev/null @@ -1,217 +0,0 @@ -#define ANIM_CROSS_FADE
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class PCAnimation : UnitAnimation
-{
- public enum ELayer
- {
- Basic = 0,
- Attack,
- SwordAttack,
- GunAttack,
- UpperBody,
- LowerBody,
- Count,
- }
-
-
- // 动作名,和animator里的state对应
- public enum EAnimState
- {
- // layer 0
- Idle = 0,
- Move,
- Jump,
- Hit,
- Attack,
- Rise,
- Stinger,
- Turn,
- Landing,
-
- AirAttack0,
- AirAttack1,
- AirAttack2,
- AirAttack3,
-
- Attack0,
- Attack1,
- Attack2,
- Attack3,
- }
-
-#if !ANIM_CROSS_FADE
- // 切换动画
- public enum ETrigger
- {
- ToIdle,
- ToMove,
- ToJump,
- ToAttack,
- ToAirAttack,
- ToLanding,
- }
-#endif
-
- private UnitActionData m_ActionData;
-
- public bool applyRootMotion { get; set; }// 动态设置root motion
- public bool applyRootCurve { get; set; } // 程序生成的root motion
-
- public override void Initialize()
- {
- base.Initialize();
-
- m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
-
- m_Animator.speed = 0;
-
- m_LayerInfo = new AnimatorLayerInfo[2];
- m_LayerInfo[0] = new AnimatorLayerInfo(this, m_Animator, (int)ELayer.Basic);
- //m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack);
-
- if (m_Animator == null)
- {
- LogHelper.LogError("没有挂Animator组件");
- }
-
- applyRootMotion = true;
- }
-
- public override void OnUpdate()
- {
- base.OnUpdate();
-
- UpdateLayer();
- UpdateAnimation();
-
- if (applyRootMotion)
- UpdateRootMotion();
- if (applyRootCurve)
- UpdateRootCurve();
- }
-
- void UpdateLayer()
- {
- m_LayerInfo[0].OnUpdate();
- return;
- for (int i = 0; i < m_LayerInfo.Length; ++i)
- {
- m_LayerInfo[i].OnUpdate();
- }
- }
-
- void UpdateAnimation()
- {
- m_Animator.speed = 1;
- m_Animator.Update(Time.deltaTime);
- m_Animator.speed = 0;
- }
-
- void UpdateRootMotion()
- {
- m_Owner.unitRootMotion.UpdateRootMotion();
- }
-
- void UpdateRootCurve()
- {
- }
-
- public void AnimIdle()
- {
-#if ANIM_CROSS_FADE
- m_Animator.CrossFade("Idle", 0.2f, 0);
-#else
- ResetAllTriggers();
- m_Animator.SetTrigger(ETrigger.ToIdle.ToString());
-#endif
- }
-
- public void AnimMove()
- {
-#if ANIM_CROSS_FADE
- m_Animator.CrossFade("Move", 0.01f, 0);
-#else
- ResetAllTriggers();
- m_Animator.SetTrigger(ETrigger.ToMove.ToString());
-#endif
- }
-
- public void AnimJump()
- {
-#if ANIM_CROSS_FADE
- m_Animator.CrossFade("Jump", 0.01f);
-#else
- ResetAllTriggers();
- SetTrigger(ETrigger.ToJump);
-#endif
- }
-
- public void AnimAirAttack(int id)
- {
- m_Owner.unitCollider.OnAnimationChange();
-#if ANIM_CROSS_FADE
- m_Animator.CrossFade("AirAttack" + id, 0.05f);
-#else
- ResetAllTriggers();
- SetTrigger(ETrigger.ToAirAttack);
-#endif
- }
-
- public void AnimAttack(int id)
- {
- m_Owner.unitCollider.OnAnimationChange();
- m_Animator.CrossFade("Attack" + id, 0.05f);
- }
-
- public void AnimAirDash()
- {
- if (layers[0].stateInfo.IsName("AirDash"))
- {
- m_Animator.Play("AirDash", 0, 0);
- }
- else
- {
- m_Animator.CrossFade("AirDash", 0.05f);
- }
- }
-
- public void AnimLanding()
- {
-#if ANIM_CROSS_FADE
- m_Animator.CrossFade("Landing", 0.05f);
-#else
- ResetAllTriggers();
- SetTrigger(ETrigger.ToLanding);
-#endif
- }
-
- public void AnimLandingGround()
- {
-#if ANIM_CROSS_FADE
- m_Animator.CrossFade("LandingGround", 0.00f);
-#else
- ResetAllTriggers();
- SetTrigger(ETrigger.ToLanding);
-#endif
- }
-
-#if !ANIM_CROSS_FADE
- void ResetAllTriggers()
- {
- var values = Enum.GetValues(typeof(ETrigger));
- foreach (var e in values)
- {
- m_Animator.ResetTrigger(e.ToString());
- }
- }
-#endif
-
- private void Play(string animState, float fade = 0.1f, float offset = 0f, int layer = 0)
- {
- m_Animator.CrossFade(animState, fade, layer, offset);
- }
-}
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