diff options
Diffstat (limited to 'Assets/Scripts/Unit/Component')
-rw-r--r-- | Assets/Scripts/Unit/Component/UnitAnimation.cs | 195 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Component/UnitState.cs | 86 |
2 files changed, 196 insertions, 85 deletions
diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs index de3d4cce..5ef7b7a1 100644 --- a/Assets/Scripts/Unit/Component/UnitAnimation.cs +++ b/Assets/Scripts/Unit/Component/UnitAnimation.cs @@ -2,88 +2,179 @@ using System.Collections.Generic;
using UnityEngine;
-// 控制动画播放,执行帧事件
+public class AnimatorLayerInfo
+{
+ public UnitAnimation.ELayer layer;
+
+ public int layerIndex { get { return (int)layer; } }
+
+ private Animator m_Animator;
+
+ public AnimationData animationData;
+ private AnimationData m_AnimationData;
+
+ // 当前在播放的动作
+ // 如果处于transition中,动作不变,切换完成后才会到下一个动作
+ public AnimatorStateInfo stateInfo
+ {
+ get
+ {
+ return m_Animator.GetCurrentAnimatorStateInfo(layerIndex);
+ }
+ }
+
+ // 当前正在播放和融合的片段信息
+ public AnimatorClipInfo[] clipInfo
+ {
+ get
+ {
+ return m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
+ }
+ }
+
+ public int stateHash
+ {
+ get
+ {
+ return stateInfo.shortNameHash;
+ }
+ }
+
+ public float playbackTimeInSeconds
+ {
+ get
+ {
+ return stateInfo.normalizedTime * stateInfo.length;
+ }
+ }
+
+ public float playbackNomralizedTime
+ {
+ get
+ {
+ return stateInfo.normalizedTime;
+ }
+ }
+
+ public int pendingStateHash;
+
+ public AnimatorLayerInfo(Animator animator, UnitAnimation.ELayer layer)
+ {
+ this.m_Animator = animator;
+ this.layer = layer;
+ }
+
+}
+
+// 控制动画播放、执行动作timeline(包括执行事件和碰撞盒)
+// 每个layer同时只会有一个动画在播放,在执行transition时,current animation依然是
+// 这个动作,只有完全过渡完成后才会切到下一个动作
+// 当前是什么动作以ainmator的GetCurrentAnimatorStateInfo为准
[DisallowMultipleComponent]
public class UnitAnimation : UnitComponent
{
- // 动画
- public enum EAnimState
- {
- Idle,
- Move,
- Jump,
- Hit,
- Attack,
- Rise,
- Stinger,
- Turn,
- }
-
public enum ELayer
{
- Basic = 0,
- Attack = 1,
+ Basic = 0,
+ Attack,
+
+ 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,
+ }
+
+ // 切换动画
+ public enum ETrigger
+ {
+ ToIdle,
+ ToMove,
+ ToAttack,
}
public Animator animator { get { return m_Animator; } }
private Animator m_Animator;
- private TimelineEvent m_Timeline;
- private UnitActionData m_ActionData;
+ private UnitTimeline m_Timeline;
- public AnimatorStateInfo stateInfo
- {
- get
- {
- return m_Animator.GetCurrentAnimatorStateInfo(0);
- }
- }
+ private UnitActionData m_ActionData;
- public EAnimState curState { get { return m_CurState; } }
- private EAnimState m_CurState;
+ public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } }
+ private AnimatorLayerInfo[] m_LayerInfo = new AnimatorLayerInfo[(int)ELayer.Count];
- public float playbackTime { get { return m_PlaybackTime; } }
- private float m_PlaybackTime;
+ public bool isInTransition
+ {
+ get
+ {
+ return m_Animator.IsInTransition(0);
+ }
+ }
+ //public EAnimState curState { get { return m_CurState; } }
+ //private EAnimState m_CurState;
public override void Initialize()
{
base.Initialize();
- m_Timeline = this.m_Owner.unitObj.GetOrAddComponent<TimelineEvent>();
- m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
+ m_Timeline = this.m_Owner.unitObj.GetOrAddComponent<UnitTimeline>();
+ m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
+
+ m_Animator.speed = 0;
+
+ m_LayerInfo[0] = new AnimatorLayerInfo(m_Animator, ELayer.Basic);
+ m_LayerInfo[1] = new AnimatorLayerInfo(m_Animator, ELayer.Attack);
- if(m_Animator == null)
+ if (m_Animator == null)
{
LogHelper.LogError("没有挂Animator组件");
}
}
- public string GetTrigger(EAnimState state)
- {
- return "To" + state.ToString();
- }
-
- public void Play(EAnimState state)
- {
- m_CurState = state;
- m_Animator.SetTrigger(GetTrigger(state));
- m_Animator.speed = 0;
- m_PlaybackTime = 0;
- m_Owner.unitRootMotion.Reset();
- }
-
public override void OnUpdate()
{
base.OnUpdate();
- m_PlaybackTime += Time.deltaTime;
+ UpdateAnimation();
+ UpdateRootMotion();
+ }
- m_Animator.speed = 1;
- m_Animator.Update(Time.deltaTime);
- m_Animator.speed = 0;
+ void UpdateAnimation()
+ {
+ m_Animator.speed = 1;
+ m_Animator.Update(Time.deltaTime);
+ m_Animator.speed = 0;
+ }
- m_Owner.unitRootMotion.UpdateRootMotion();
+ void UpdateRootMotion()
+ {
+ m_Owner.unitRootMotion.UpdateRootMotion();
+ }
- }
+ public void AnimIdle()
+ {
+ m_Animator.SetTrigger(ETrigger.ToIdle.ToString());
+ }
+
+ public void AnimMove()
+ {
+ m_Animator.SetTrigger(ETrigger.ToMove.ToString());
+ }
+
+ public void AnimAttack()
+ {
+ m_Animator.SetTrigger(ETrigger.ToAttack.ToString());
+ }
}
diff --git a/Assets/Scripts/Unit/Component/UnitState.cs b/Assets/Scripts/Unit/Component/UnitState.cs index 587c2f33..4a57ad6d 100644 --- a/Assets/Scripts/Unit/Component/UnitState.cs +++ b/Assets/Scripts/Unit/Component/UnitState.cs @@ -11,34 +11,31 @@ public class UnitState : UnitComponent public enum EUnitState
{
Idle ,
- Move ,
- Spawn ,
- Die ,
- Dead ,
- Skill ,
- //
- HitAir ,
- HitAirHit ,
- Knockdown ,
- //
- HitGuard ,
- //
- Walk ,
- //
- Rise ,
- //
- Jump ,
- // 转身
- Turn ,
+ Move ,
+ Spawn ,
+ Die ,
+ Dead ,
+ Skill ,
+ //
+ HitAir ,
+ HitAirHit ,
+ Knockdown ,
+ //
+ HitGuard ,
+ //
+ Walk ,
+ //
+ Rise ,
+ //
+ Jump ,
+ // 转身
+ Turn ,
+ Landing , // 从空中降落
}
[SerializeField] private EUnitState m_State;
public EUnitState CurrentState { get { return m_State; } }
- private delegate void ExitStateHandler(EUnitState nextState);
-
- private Dictionary<EUnitState, ExitStateHandler> m_ExitStateHandlerDic = new Dictionary<EUnitState, ExitStateHandler>();
-
public override void Initialize()
{
base.Initialize();
@@ -68,6 +65,8 @@ public class UnitState : UnitComponent EUnitState nextState;
}
+ public struct LandingParam { }
+
#endregion
void InitState()
@@ -110,8 +109,12 @@ public class UnitState : UnitComponent IEnumerator Idle(IdleParam param)
{
- m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Idle);
- yield return null;
+ if(m_Owner.isInAir)
+ {
+
+ }
+ m_Owner.unitAnimation.AnimIdle();
+ yield return null;
}
void OnIdleExit(EUnitState nextState)
@@ -134,9 +137,9 @@ public class UnitState : UnitComponent // m_Owner.transform.rotation = Quaternion.Euler(0, 180, 0);
m_Owner.transform.rotation = Quaternion.Euler(0, param.isRight ? 0 : 180, 0);
}
- if(Input.GetKey(param.key))
- m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Move);
- while (Input.GetKey(param.key))
+ //if (Input.GetKey(param.key))
+ m_Owner.unitAnimation.AnimMove();
+ while (Input.GetKey(param.key))
{
yield return null;
}
@@ -145,7 +148,7 @@ public class UnitState : UnitComponent void OnMoveExit(EUnitState nextState)
{
-
+ //m_Owner.unitAnimation.animator.ResetTrigger("ToMove");
}
#endregion
@@ -154,8 +157,9 @@ public class UnitState : UnitComponent IEnumerator Skill(SkillParam param)
{
- m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Attack);
- yield return new WaitForActionReachEnd(m_Owner.unitAnimation);
+ m_Owner.unitAnimation.AnimAttack();
+ yield return new WaitForTransitionDone(m_Owner.unitAnimation);
+ yield return new WaitForActionReachEnd(m_Owner.unitAnimation);
ChangeState(EUnitState.Idle, new IdleParam());
}
@@ -170,7 +174,6 @@ public class UnitState : UnitComponent IEnumerator Jump(JumpParam param)
{
- m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Jump);
yield return new WaitForActionReachEnd(m_Owner.unitAnimation);
ChangeState<IdleParam>(EUnitState.Idle);
}
@@ -180,6 +183,23 @@ public class UnitState : UnitComponent }
- #endregion
+ #endregion
+
+ #region Landing
+
+ IEnumerator Landing(LandingParam param)
+ {
+ yield return new WaitForLanding(m_Owner);
+ Vector3 pos = m_Owner.transform.position;
+ pos.y = 0;
+ m_Owner.transform.position = pos;
+ ChangeState<IdleParam>(EUnitState.Idle);
+ }
+
+ void OnLandingExit(EUnitState next)
+ {
+ }
+
+ #endregion
}
|