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-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs31
-rw-r--r--Assets/Scripts/Unit/Components/UnitState/PCState.cs12
2 files changed, 32 insertions, 11 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
index 243ce162..df074061 100644
--- a/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs
@@ -75,6 +75,15 @@ public class PCAnimation : UnitAnimation
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();
@@ -139,9 +148,19 @@ public class PCAnimation : UnitAnimation
{
if (!applyRootCurve)
return;
- }
-
- public void AnimIdle()
+ }
+
+ AnimationData GetAnimationDataOfGivenState(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);
}
@@ -164,7 +183,9 @@ public class PCAnimation : UnitAnimation
else if (id == 2) state = EAnimState.AirAttack2;
else if (id == 3) state = EAnimState.AirAttack3;
- CrossFade(state, 0.05f);
+ AnimationData data = GetAnimationDataOfGivenState(state.ToString());
+ Debug.Assert(data != null);
+ CrossFade(state, 0.02f, data.GetProperty(EAnimationProperty.ComboTimeOffset, defaultValue: 0));
}
public void AnimAttackToAir(float offset)
@@ -221,7 +242,7 @@ public class PCAnimation : UnitAnimation
base.Play(animState.ToString(), layerIndex, normalizedTime);
}
- private void CrossFade(EAnimState animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
+ 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/UnitState/PCState.cs b/Assets/Scripts/Unit/Components/UnitState/PCState.cs
index c8937895..1d0332cd 100644
--- a/Assets/Scripts/Unit/Components/UnitState/PCState.cs
+++ b/Assets/Scripts/Unit/Components/UnitState/PCState.cs
@@ -298,15 +298,15 @@ public class PCState : UnitState
}
}
- void OnAttackToAirExit()
- {
- }
+ void OnAttackToAirExit(EUnitState next)
+ {
+ }
- #endregion
+ #endregion
- #region AirAttack
+ #region AirAttack
- IEnumerator AirAttack(SkillParam param)
+ IEnumerator AirAttack(SkillParam param)
{
int id = 0;
m_Owner.pcAnimation.AnimAirAttack(id);