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-rw-r--r--Assets/Scripts/Unit/Component/UnitAnimation.cs88
1 files changed, 78 insertions, 10 deletions
diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs
index 5ef7b7a1..18439efb 100644
--- a/Assets/Scripts/Unit/Component/UnitAnimation.cs
+++ b/Assets/Scripts/Unit/Component/UnitAnimation.cs
@@ -1,6 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+#if UNITY_EDITOR
+using UnityEditor;
+#endif
public class AnimatorLayerInfo
{
@@ -8,10 +11,40 @@ public class AnimatorLayerInfo
public int layerIndex { get { return (int)layer; } }
+ public string name { get { return m_Animator.GetLayerName(layerIndex); } }
+
private Animator m_Animator;
- public AnimationData animationData;
+ // 当前动作的animation data,如果是blendtree选第一个动作
private AnimationData m_AnimationData;
+ public AnimationData animationData
+ {
+ get
+ {
+ if (clipInfo == null || clipInfo.Length == 0)
+ return null;
+ var clip = clipInfo[0]; //选第一个
+ string folder = m_Owner.folder;
+ string name = clip.clip.name;
+ if (m_AnimationData != null && m_AnimationData.animationName == name)
+ return m_AnimationData;
+ string path = folder + "AnimationData/" + name + ".asset" ;
+#if UNITY_EDITOR
+ m_AnimationData = AssetDatabase.LoadAssetAtPath<AnimationData>(path);
+#endif
+ return m_AnimationData;
+ }
+ }
+
+ // 当前动作所有animation data,包括blendtree使用的所有动画
+ //private List<AnimationData> m_AnimationDatas;
+ //public List<AnimationData> animationDatas
+ //{
+ // get
+ // {
+ // return null;
+ // }
+ //}
// 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
@@ -56,10 +89,39 @@ public class AnimatorLayerInfo
}
}
- public int pendingStateHash;
+ public float weight
+ {
+ get
+ {
+ return m_Animator.GetLayerWeight(layerIndex);
+ }
+ }
+
+ public int nextStateHash
+ {
+ get
+ {
+ //if (!isInTransition)
+ // return 0;
+ AnimatorStateInfo nextState = m_Animator.GetNextAnimatorStateInfo(layerIndex);
+ int hash = nextState.shortNameHash; // 如果不在过渡中,hash是0
+ return hash;
+ }
+ }
+
+ public bool isInTransition
+ {
+ get
+ {
+ return m_Animator.IsInTransition(layerIndex);
+ }
+ }
- public AnimatorLayerInfo(Animator animator, UnitAnimation.ELayer layer)
+ UnitController m_Owner;
+
+ public AnimatorLayerInfo(UnitController owner, Animator animator, UnitAnimation.ELayer layer)
{
+ this.m_Owner = owner;
this.m_Animator = animator;
this.layer = layer;
}
@@ -77,7 +139,10 @@ public class UnitAnimation : UnitComponent
{
Basic = 0,
Attack,
-
+ SwordAttack,
+ GunAttack,
+ UpperBody,
+ LowerBody,
Count,
}
@@ -112,7 +177,7 @@ public class UnitAnimation : UnitComponent
private UnitActionData m_ActionData;
public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } }
- private AnimatorLayerInfo[] m_LayerInfo = new AnimatorLayerInfo[(int)ELayer.Count];
+ private readonly AnimatorLayerInfo[] m_LayerInfo = new AnimatorLayerInfo[(int)ELayer.Count];
public bool isInTransition
{
@@ -121,8 +186,6 @@ public class UnitAnimation : UnitComponent
return m_Animator.IsInTransition(0);
}
}
- //public EAnimState curState { get { return m_CurState; } }
- //private EAnimState m_CurState;
public override void Initialize()
{
@@ -133,8 +196,8 @@ public class UnitAnimation : UnitComponent
m_Animator.speed = 0;
- m_LayerInfo[0] = new AnimatorLayerInfo(m_Animator, ELayer.Basic);
- m_LayerInfo[1] = new AnimatorLayerInfo(m_Animator, ELayer.Attack);
+ m_LayerInfo[0] = new AnimatorLayerInfo(m_Owner, m_Animator, ELayer.Basic);
+ m_LayerInfo[1] = new AnimatorLayerInfo(m_Owner, m_Animator, ELayer.Attack);
if (m_Animator == null)
{
@@ -174,7 +237,12 @@ public class UnitAnimation : UnitComponent
public void AnimAttack()
{
- m_Animator.SetTrigger(ETrigger.ToAttack.ToString());
+ SetTrigger(ETrigger.ToAttack);
+ }
+
+ void SetTrigger(ETrigger trigger)
+ {
+ m_Animator.SetTrigger(trigger.ToString());
}
}