diff options
Diffstat (limited to 'Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs')
-rw-r--r-- | Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs | 265 |
1 files changed, 265 insertions, 0 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs new file mode 100644 index 00000000..f07d9671 --- /dev/null +++ b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs @@ -0,0 +1,265 @@ +#define ANIM_CROSS_FADE +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +// 单独一层动画 +public class AnimatorLayerInfo +{ + public int layer; + + public int layerIndex { get { return (int)layer; } } + + public string name { get { return m_Animator.GetLayerName(layerIndex); } } + + private Animator m_Animator; + + // 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_UnitAnimation.owner.folder; + string name = clip.clip.name; + if (m_AnimationData != null && m_AnimationData.animationName == name) + return m_AnimationData; + string path = folder + "AnimationData/" + name + ".asset" ; // 要注意这里使用名字区别的,因为最终每个角色的动画都会在一个目录下面 +#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 + public AnimatorStateInfo stateInfo + { + get + { + AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(layerIndex); + if (isInTransition) + { + stateInfo = m_Animator.GetNextAnimatorStateInfo(layerIndex); + } + // Debug.Assert(stateInfo.IsName(layerName + "." + m_CurrentState)); + return stateInfo; + } + } + + private int preStateHash = -1; + + // 当前正在播放和融合的片段信息 + public AnimatorClipInfo[] clipInfo + { + get + { + AnimatorClipInfo[] clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex); + if(clips.Length == 0) + { + // 如果transition设置了打断,会出现GetCurrentAnimatorClipinfo返回空数组的情况 + clips = m_Animator.GetNextAnimatorClipInfo(layerIndex); + } + return clips; + } + } + + public int stateHash + { + get + { + return stateInfo.shortNameHash; + } + } + + //public float playbackTimeInSeconds + //{ + // get + // { + // return stateInfo.normalizedTime * stateInfo.length;// stateInfo.length会等于infinity,因为设置了animator.speed = 0 + // } + //} + + // 并非准确的播放时间,只是逻辑时间,因为动画会加速减速 + public float playbackTimeInSeconds + { + get + { + return playbackNormalizedTime * clipInfo[0].clip.length; + } + } + + // 这个是真实世界的时间 + private float m_PlaybackRealTime; + public float playbackRealTimeInSeconds + { + get + { + return m_PlaybackRealTime; + } + } + + // 播放进度百分比,[0-1],是逻辑上的,如果动画不是loop,那么播放完后normalizedTime是1 + public float playbackNormalizedTime + { + get + { + //return stateInfo.normalizedTime % 1f; + if (!stateInfo.loop && stateInfo.normalizedTime > 1) + return 1; + return stateInfo.normalizedTime % 1f; + } + } + + public float playbackSpeed + { + get + { + return m_Animator.GetFloat("PlaybackSpeed" + layerIndex); + } + set + { + float v = Mathf.Clamp(value, 0, 10); + m_Animator.SetFloat("PlaybackSpeed" + layerIndex, v); + } + } + + 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 bool applySpeedCurve { get; set; } + + UnitAnimation m_UnitAnimation; + + Coroutine m_CalcPlaybackTimeCoroutine; + + TimelineEventProxy m_TimelineEventProxy; + + public string m_CurrentState; + + public readonly string layerName; + + public AnimatorLayerInfo(UnitAnimation unitAnimation, Animator animator, int layer, string layerName) + { + this.layerName = layerName; + this.m_UnitAnimation = unitAnimation; + this.m_Animator = animator; + this.layer = layer; + m_CalcPlaybackTimeCoroutine = unitAnimation.StartCoroutine(CalcPlaybackRealTimeCoroutine()); + m_TimelineEventProxy = new TimelineEventProxy(unitAnimation.owner.transform, unitAnimation.owner); + applySpeedCurve = true; + } + + IEnumerator CalcPlaybackRealTimeCoroutine() + { + while (true) + { + if(preStateHash != stateHash) + { + m_PlaybackRealTime = 0; + } + m_PlaybackRealTime += Time.deltaTime; + preStateHash = stateHash; + yield return null; + } + } + + public bool IsToggleOpen(EAnimationToogle toggle) + { + if (m_AnimationData == null) + return false; + return m_AnimationData.IsToggleOpen(toggle, playbackNormalizedTime); + } + + public void OnUpdate() + { + // 执行事件 + m_TimelineEventProxy.ExecuteAnimationEvents(animationData, playbackTimeInSeconds * TimelineEventProxy.FPS); + + // 播放速度控制 + if (applySpeedCurve && animationData != null && animationData.speedCurve != null) + { + playbackSpeed = animationData.speedCurve.Evaluate(playbackNormalizedTime); + } + } + + public void OnCrossFade(string animState, float normalizedTransitionDuration, float normalizedTimeOffset, float normalizedTransitionTime ) + { + m_CurrentState = animState; + m_Animator.CrossFade(animState.ToString(), normalizedTransitionDuration, layerIndex, normalizedTimeOffset, normalizedTransitionTime); + } + + public void OnPlay(string animState, float normalizedTime) + { + m_CurrentState = animState; + m_Animator.Play(animState, layerIndex, normalizedTime); + } + +} + +// 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 +{ + public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } } + protected AnimatorLayerInfo[] m_LayerInfo; + + public Animator animator { get { return m_Animator; } } + protected Animator m_Animator; + + + public bool isInTransition + { + get + { + return m_Animator.IsInTransition(0); + } + } + +} |