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-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs128
1 files changed, 0 insertions, 128 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs
deleted file mode 100644
index ee111f73..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs
+++ /dev/null
@@ -1,128 +0,0 @@
-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,
- HitInAir,
- HitBackHeavy,
-
- 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);
- //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 AnimHitInAir()
- {
- this.Play(EAnimState.HitInAir, 0, 0);
- }
-
- public void AnimHitBackHeavy()
- {
- this.Play(EAnimState.HitBackHeavy, 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);
- }
-
-}