diff options
Diffstat (limited to 'Assets/Scripts')
-rw-r--r-- | Assets/Scripts/Unit/Component/UnitAnimation.cs | 43 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Component/UnitCollider.cs | 65 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Controller/UnitController.cs | 7 |
3 files changed, 112 insertions, 3 deletions
diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs index 18439efb..8a8b79a6 100644 --- a/Assets/Scripts/Unit/Component/UnitAnimation.cs +++ b/Assets/Scripts/Unit/Component/UnitAnimation.cs @@ -28,7 +28,7 @@ public class AnimatorLayerInfo string name = clip.clip.name;
if (m_AnimationData != null && m_AnimationData.animationName == name)
return m_AnimationData;
- string path = folder + "AnimationData/" + name + ".asset" ;
+ 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
@@ -56,6 +56,8 @@ public class AnimatorLayerInfo }
}
+ private int preStateHash = -1;
+
// 当前正在播放和融合的片段信息
public AnimatorClipInfo[] clipInfo
{
@@ -73,14 +75,34 @@ public class AnimatorLayerInfo }
}
+ //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 stateInfo.normalizedTime * stateInfo.length;
+ return stateInfo.normalizedTime * 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
public float playbackNomralizedTime
{
get
@@ -119,11 +141,28 @@ public class AnimatorLayerInfo UnitController m_Owner;
+ Coroutine m_CalcPlaybackTimeCoroutine;
+
public AnimatorLayerInfo(UnitController owner, Animator animator, UnitAnimation.ELayer layer)
{
this.m_Owner = owner;
this.m_Animator = animator;
this.layer = layer;
+ m_CalcPlaybackTimeCoroutine = owner.StartCoroutine(CalcPlaybackRealTimeCoroutine());
+ }
+
+ IEnumerator CalcPlaybackRealTimeCoroutine()
+ {
+ while (true)
+ {
+ if(preStateHash != stateHash)
+ {
+ m_PlaybackRealTime = 0;
+ }
+ m_PlaybackRealTime += Time.deltaTime;
+ preStateHash = stateHash;
+ yield return null;
+ }
}
}
diff --git a/Assets/Scripts/Unit/Component/UnitCollider.cs b/Assets/Scripts/Unit/Component/UnitCollider.cs index 78757706..2630cb91 100644 --- a/Assets/Scripts/Unit/Component/UnitCollider.cs +++ b/Assets/Scripts/Unit/Component/UnitCollider.cs @@ -2,8 +2,73 @@ using System.Collections.Generic;
using UnityEngine;
+// 角色当前的碰撞盒
[DisallowMultipleComponent]
public class UnitCollider : UnitComponent
{
+ public bool showGizmos;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+ showGizmos = true;
+ }
+
+ // 返回当前激活的对应类型的碰撞盒数据
+ public ColliderInfo[] GetCurrentBoxesInfoByType(ColliderBox.EColliderType type, UnitAnimation.ELayer layer = UnitAnimation.ELayer.Basic)
+ {
+ var layerInfo = m_Owner.unitAnimation.layers[(int)layer];
+ AnimationData animData = layerInfo.animationData;
+ float playbackTime = layerInfo.playbackNomralizedTime * layerInfo.clipInfo[0].clip.length;
+ //float playbackTime = layerInfo.playbackRealTimeInSeconds;
+ ColliderInfo[] infos = animData.GetActiveCollidersInfo(type, playbackTime);
+ return infos;
+ }
+
+#if UNITY_EDITOR
+
+ public void OnDrawGizmos()
+ {
+ if (!showGizmos)
+ return;
+
+ Vector3 unitPos = m_Owner.transform.position;
+
+ OnDrawColliders(ColliderBox.EColliderType.HurtBox, Color.green);
+ OnDrawColliders(ColliderBox.EColliderType.HitBox, Color.red);
+ }
+
+ void OnDrawColliders(ColliderBox.EColliderType type, Color color)
+ {
+ ColliderInfo[] boxes = GetCurrentBoxesInfoByType(type);
+ if (boxes == null || boxes.Length == 0)
+ return;
+ Vector3 unitPos = m_Owner.transform.position;
+ Quaternion right = Quaternion.Euler(0, 0, 0);
+ Vector3 fac = new Vector3(1,1, m_Owner.transform.forward.normalized == Vector3.forward ? 1 : -1);
+ Color oldC = Gizmos.color;
+ Gizmos.color = color * 0.5f;
+ for (int i = 0; i < boxes.Length; ++i)
+ {
+ var box = boxes[i];
+ if (!box.isValid)
+ continue;
+ Vector3 localPos = box.position;
+ Vector3 localSize = box.size;
+ var pivot = box.pivot;
+ Vector3 pos = Vector3.zero; // gizmo位置
+ switch (pivot)
+ {
+ case ColliderBox.Pivot.MiddleBottom:
+ localPos.y += localSize.y / 2;
+ break;
+ }
+ pos = unitPos + Vector3.Scale(localPos, fac);
+ Gizmos.DrawCube(pos, localSize);
+ }
+ Gizmos.color = oldC;
+ }
+
+#endif
}
diff --git a/Assets/Scripts/Unit/Controller/UnitController.cs b/Assets/Scripts/Unit/Controller/UnitController.cs index a1eecde6..b1e708bb 100644 --- a/Assets/Scripts/Unit/Controller/UnitController.cs +++ b/Assets/Scripts/Unit/Controller/UnitController.cs @@ -16,6 +16,8 @@ public class UnitController : MonoBehaviour public UnitRootMotion unitRootMotion;
+ public UnitCollider unitCollider;
+
public GameObject unitObj; // 角色模型
public bool isTowardRight
@@ -72,7 +74,10 @@ public class UnitController : MonoBehaviour unitRootMotion = gameObject.GetOrAddComponent<UnitRootMotion>();
unitRootMotion.Initialize();
- }
+ unitCollider = gameObject.GetOrAddComponent<UnitCollider>();
+ unitCollider.Initialize();
+
+ }
public virtual void Update()
{
|