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-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs114
1 files changed, 114 insertions, 0 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs
new file mode 100644
index 00000000..d7138516
--- /dev/null
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs
@@ -0,0 +1,114 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class MonsterAnimation : UnitAnimation
+{
+ public enum ELayer
+ {
+ Basic = 0,
+
+ Count,
+ }
+
+ // 动作名,和animator里的state对应
+ public enum EAnimState
+ {
+ // layer 0
+ Idle = 0,
+ Move,
+ Jump,
+
+ HitLight,
+ HitAir,
+ Rise,
+ }
+
+ 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, ELayer.Basic.ToString());
+ //m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack);
+
+ if (m_Animator == null)
+ {
+ LogHelper.LogError("没有挂Animator组件");
+ }
+
+ }
+
+ public override void OnUpdate()
+ {
+ base.OnUpdate();
+
+ UpdateLayer();
+ UpdateAnimation();
+ UpdateRootMotion();
+ }
+
+ 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();
+ }
+
+ public void AnimIdle()
+ {
+ this.CrossFade(EAnimState.Idle, 0.2f, 0);
+ }
+
+ public void AnimHitLight()
+ {
+ this.Play(EAnimState.HitLight, 0, 0);
+ //m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0);
+ }
+ public void AnimHitAir()
+ {
+ this.Play(EAnimState.HitAir, 0, 0);
+ //m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0);
+ }
+
+ public void AnimRise()
+ {
+ this.CrossFade(EAnimState.Rise, 0);
+ }
+
+ private void Play(EAnimState animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity)
+ {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnPlay(animState.ToString(), normalizedTime);
+ }
+
+ public void CrossFade(EAnimState animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
+ {
+ AnimatorLayerInfo layer = this.layers[layerIndex];
+ if (layer == null)
+ return;
+ layer.OnCrossFade(animState.ToString(), normalizedTransitionDuration, normalizedTimeOffset, normalizedTransitionTime);
+ }
+
+}