diff options
Diffstat (limited to 'Assets/Scripts/Unit/Components')
-rw-r--r-- | Assets/Scripts/Unit/Components/UnitAnimation/PCAnimation.cs | 31 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Components/UnitState/PCState.cs | 12 |
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); |