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-rw-r--r--Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs6
-rw-r--r--Assets/Scripts/Unit/Components/UnitState/PCState.cs9
2 files changed, 7 insertions, 8 deletions
diff --git a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
index 6d17971d..1a990252 100644
--- a/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
+++ b/Assets/Scripts/Unit/Components/UnitAnimation/UnitAnimation.cs
@@ -45,7 +45,7 @@ public class AnimatorLayerInfo
get
{
AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(layerIndex);
- if (isInTransition)
+ 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);
}
@@ -62,7 +62,7 @@ public class AnimatorLayerInfo
get
{
AnimatorClipInfo[] clips = null;
- if (!isInTransition)
+ if (!isInTransition)
{
clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
if (clips.Length == 0)
@@ -70,7 +70,7 @@ public class AnimatorLayerInfo
clips = m_Animator.GetNextAnimatorClipInfo(layerIndex);
}
}
- else
+ else // 过渡中的动作认为当前动作是下一个动作
{
clips = m_Animator.GetNextAnimatorClipInfo(layerIndex);
}
diff --git a/Assets/Scripts/Unit/Components/UnitState/PCState.cs b/Assets/Scripts/Unit/Components/UnitState/PCState.cs
index 435591b0..6bd6fa78 100644
--- a/Assets/Scripts/Unit/Components/UnitState/PCState.cs
+++ b/Assets/Scripts/Unit/Components/UnitState/PCState.cs
@@ -210,12 +210,12 @@ public class PCState : UnitState
{
const int total = 3;
int id = 0;
- m_Owner.pcAnimation.AnimAttack(id);
+ m_Owner.pcAnimation.AnimAttack(id++);
yield return null;
while (true)
{
bool canCombo = m_Owner.pcAnimation.baseLayer.IsToggleOpen(EAnimationToogle.Combo);
- if (canCombo)
+ if (canCombo && id < total)
{
if (Input.GetKeyDown("j"))
{
@@ -227,9 +227,8 @@ public class PCState : UnitState
{
TurnAround(true);
}
- ++id;
- m_Owner.pcAnimation.AnimAttack(id);
- yield return null;
+ m_Owner.pcAnimation.AnimAttack(id++);
+ yield return null;
yield return new WaitForTransitionDone(m_Owner.pcAnimation);
}
}