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-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs18
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta11
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs128
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta11
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs255
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta11
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs18
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta11
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs302
-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta11
10 files changed, 0 insertions, 776 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs
deleted file mode 100644
index 29caab7b..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class DroneAnimation : MonoBehaviour
-{
- // Start is called before the first frame update
- void Start()
- {
-
- }
-
- // Update is called once per frame
- void Update()
- {
-
- }
-}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta
deleted file mode 100644
index 219b76ff..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/DroneAnimation.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 352eb281e97bf67499a8a85ab013f0f0
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
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);
- }
-
-}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta
deleted file mode 100644
index 448e6a1a..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/MonsterAnimation.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: cfaa5c94122a41d4f8fa844112514102
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
deleted file mode 100644
index f80a8312..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
+++ /dev/null
@@ -1,255 +0,0 @@
-#define ANIM_CROSS_FADE
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class PCAnimation : UnitAnimation
-{
-
-#if !ANIM_CROSS_FADE
- // 切换动画
- public enum ETrigger
- {
- ToIdle,
- ToMove,
- ToJump,
- ToAttack,
- ToAirAttack,
- ToLanding,
- }
-#endif
-
- public enum ELayer
- {
- Basic = 0,
- Attack,
- SwordAttack,
- GunAttack,
- UpperBody,
- LowerBody,
- 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,
-
- Attack0,
- Attack1,
- Attack2,
- Attack3,
-
- AttackToAir,
-
- AirAttack0,
- AirAttack1,
- AirAttack2,
- AirAttack3,
- AirAttack4,
-
- AirDash,
-
- LandingGround,
- }
-
- public override AnimatorLayerInfo baseLayer
- {
- get { return layers[(int)ELayer.Basic]; }
- }
-
- private UnitActionData m_ActionData;
-
- public bool applyRootMotion { get; set; }
- public bool applyRootCurve { get; set; } // 程序生成的root motion
-
- public bool updateAnimationAuto { get; private set; } // 自动更新动画
-
- private AnimatorOverrideController controller
- {
- get
- {
- Debug.Assert(owner.unitAnimation.animator.runtimeAnimatorController is AnimatorOverrideController);
- return owner.unitAnimation.animator.runtimeAnimatorController as AnimatorOverrideController;
- }
- }
-
- 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");
- }
-
- applyRootMotion = true;
-
- updateAnimationAuto = true;
- }
-
- public override void OnUpdate()
- {
- base.OnUpdate();
-
- UpdateLayer();
- UpdateAnimation();
- UpdateRootMotion();
- UpdateRootCurve();
- }
-
- void UpdateLayer()
- {
- m_LayerInfo[0].OnUpdate();
- return;
- for (int i = 0; i < m_LayerInfo.Length; ++i)
- {
- m_LayerInfo[i].OnUpdate();
- }
- }
-
- void UpdateAnimation()
- {
- if(updateAnimationAuto)
- {
- m_Animator.speed = 1;
- m_Animator.Update(Time.deltaTime);
- m_Animator.speed = 0;
- }
- }
-
- void UpdateRootMotion()
- {
- if (!applyRootMotion)
- return;
-
- m_Owner.unitRootMotion.UpdateRootMotion();
- }
-
- void UpdateRootCurve()
- {
- if (!applyRootCurve)
- return;
- }
-
- AnimationData GetAnimationDataOfState(string name)
- {
- string animName = controller[name].name;
- string path = owner.folder + "AnimationData/" + animName + ".asset";
- AnimationData data = ResourceManager.Instance.LoadAsset<AnimationData>(path);
- return data;
- }
-
- ////////////////////////////////////////////////////////////////////////////////////////////////////////
-
- public void AnimIdle()
- {
- CrossFade(EAnimState.Idle, 0.2f, 0);
- }
-
- public void AnimMove()
- {
- CrossFade(EAnimState.Move, 0.01f, 0);
- }
-
- public void AnimJump()
- {
- CrossFade(EAnimState.Jump, 0.01f);
- }
-
- public void AnimAirAttack(int id)
- {
- m_Owner.unitCollider.OnAnimationChange();
- EAnimState state = EAnimState.AirAttack0;
- if (id == 1) state = EAnimState.AirAttack1;
- else if (id == 2) state = EAnimState.AirAttack2;
- else if (id == 3) state = EAnimState.AirAttack3;
- else if (id == 4) state = EAnimState.AirAttack4;
-
- AnimationData data = GetAnimationDataOfState(state.ToString());
- Debug.Assert(data != null);
- float offset = data.GetProperty(EAnimationProperty.ComboTimeOffset, 0);
- float duration = data.GetProperty(EAnimationProperty.TransitionInDuration, 0.1f);
- CrossFade(state, duration, offset);
- }
-
- public void AnimAttackToAir(float offset)
- {
- m_Owner.unitCollider.OnAnimationChange();
- Play(EAnimState.AttackToAir, offset);
- }
-
- public void AnimAttack(int id)
- {
- m_Owner.unitCollider.OnAnimationChange();
- switch (id)
- {
- case 0:
- CrossFade(EAnimState.Attack0, 0.02f);
- break;
- case 1:
- CrossFade(EAnimState.Attack1, 0.02f);
- break;
- case 2:
- CrossFade(EAnimState.Attack2, 0.02f);
- break;
- case 3:
- CrossFade(EAnimState.Attack3, 0.02f);
- break;
- }
- }
-
- public void AnimAirDash()
- {
- AnimationData data = GetAnimationDataOfState(EAnimState.AirDash.ToString());
- if (baseLayer.stateInfo.IsName(EAnimState.AirDash.ToString()))
- {
- float offset = data.GetProperty(EAnimationProperty.ComboTimeOffset, 0);
- this.Play(EAnimState.AirDash, offset);
- }
- else
- {
- CrossFade(EAnimState.AirDash, 0.02f);
- }
- }
-
- public void AnimLanding()
- {
- CrossFade(EAnimState.Landing, 0.05f);
- }
-
- public void AnimLandingGround()
- {
- CrossFade(EAnimState.LandingGround, 0.00f);
- }
-
- private void Play(EAnimState animState, float normalizedTime = float.NegativeInfinity, int layerIndex = 0)
- {
- base.Play(animState.ToString(), layerIndex, normalizedTime);
- }
-
- private void CrossFade(EAnimState animState, float normalizedTransitionDuration, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f, int layerIndex = 0)
- {
- base.CrossFade(animState.ToString(), normalizedTransitionDuration, layerIndex, normalizedTimeOffset, normalizedTransitionTime);
- }
-
-}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta
deleted file mode 100644
index 6999e268..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: f844378e1edf4b249b3b2f9a8e4a6842
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs
deleted file mode 100644
index a25f453e..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class RobotAnimation : MonoBehaviour
-{
- // Start is called before the first frame update
- void Start()
- {
-
- }
-
- // Update is called once per frame
- void Update()
- {
-
- }
-}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta
deleted file mode 100644
index f1cbe366..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/RobotAnimation.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 1f127e594317b84478999dccd109e5bf
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
deleted file mode 100644
index 1d407fc2..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
+++ /dev/null
@@ -1,302 +0,0 @@
-#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); } }
-
- public bool isBaseLayer { get { return layerIndex == 0; } }
-
- 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
- {
- AnimatorClipInfo[] clipInfos = clipsInfo;
- if (clipInfos == null || clipInfos.Length == 0)
- return null;
- var clip = clipInfos[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
- m_AnimationData = ResourceManager.Instance.LoadAsset<AnimationData>(path);
- return m_AnimationData;
- }
- }
-
- // 当前在播放的动作
- // 如果处于transition中,认为当前状态是transition的目标状态(和Animator规则不一样)
- public AnimatorStateInfo stateInfo
- {
- get
- {
- AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(layerIndex);
- if (isInTransition) // 过渡中的动作认为当前动作是下一个动作
- {
- 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[] clipsInfo
- {
- get
- {
- AnimatorClipInfo[] clips = null;
- if (!isInTransition)
- {
- clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
- if (clips.Length == 0)
- {
- clips = m_Animator.GetNextAnimatorClipInfo(layerIndex);
- }
- }
- else // 过渡中的动作认为当前动作是下一个动作
- {
- clips = m_Animator.GetNextAnimatorClipInfo(layerIndex);
- }
- return clips;
- }
- }
-
- public AnimatorClipInfo clipInfo
- {
- get
- {
- return clipsInfo[0];
- }
- }
-
- public int stateHash
- {
- get
- {
- return stateInfo.shortNameHash;
- }
- }
-
- // 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.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
- {
- AnimatorStateInfo state = stateInfo;
- if (!state.loop && state.normalizedTime > 1)
- return 1;
- //if (state.IsName("Attack0"))
- //{
- // Debug.Log("normalizedTime=" + state.normalizedTime);
- // Debug.Log("playbackTimeInSeconds=" + state.normalizedTime * clipInfo.clip.length);
- //}
- return state.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
- {
- 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 AnimatorLayerInfo(UnitAnimation unitAnimation, Animator animator, int layer)
- {
- this.m_UnitAnimation = unitAnimation;
- this.m_Animator = animator;
- this.layer = layer;
- m_CalcPlaybackTimeCoroutine = unitAnimation.StartCoroutine(CalcPlaybackRealTimeCoroutine());
- m_TimelineEventProxy = new TimelineEventProxy(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);
- m_TimelineEventProxy.ResetPrevAnimationData();
-
- playbackSpeed = 1;
- }
-
- public void OnPlay(string animState, float normalizedTime)
- {
- m_CurrentState = animState;
- m_Animator.Play(animState, layerIndex, normalizedTime);
- m_TimelineEventProxy.ResetPrevAnimationData();
-
- playbackSpeed = 1;
- }
-
-}
-
-[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 virtual AnimatorLayerInfo baseLayer
- {
- get { return layers[0]; }
- }
-
- public bool isInTransition
- {
- get
- {
- return m_Animator.IsInTransition(0);
- }
- }
-
- public override void OnUpdate()
- {
- base.OnUpdate();
- }
-
- public void Play(string animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity)
- {
- AnimatorLayerInfo layer = this.layers[layerIndex];
- if (layer == null)
- return;
- layer.OnPlay(animState, normalizedTime);
-
- UnitRootMotion rm = m_Owner.GetComponent<UnitRootMotion>();
- if(rm)
- {
- rm.OnAnimationChange();
- }
- }
-
- public void CrossFade(string 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, normalizedTransitionDuration, normalizedTimeOffset, normalizedTransitionTime);
-
- UnitRootMotion rm = m_Owner.GetComponent<UnitRootMotion>();
- if (rm)
- {
- rm.OnAnimationChange();
- }
- }
-
-}
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta
deleted file mode 100644
index 75ce33fe..00000000
--- a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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