From f99c4d56cf95c563e95d3965ffd6d8ba33b660ee Mon Sep 17 00:00:00 2001 From: chai Date: Sat, 17 Oct 2020 10:12:31 +0800 Subject: *ability system --- Assets/Scripts/Test/SaionjiScript.cs | 48 ++++++++++++++++++------------------ 1 file changed, 24 insertions(+), 24 deletions(-) (limited to 'Assets/Scripts/Test/SaionjiScript.cs') diff --git a/Assets/Scripts/Test/SaionjiScript.cs b/Assets/Scripts/Test/SaionjiScript.cs index f10c9b1d..a7ba6091 100644 --- a/Assets/Scripts/Test/SaionjiScript.cs +++ b/Assets/Scripts/Test/SaionjiScript.cs @@ -7,38 +7,38 @@ public partial class SaionjiScript : MonoBehaviour HitBoxTest hitbox; Animator animator; - int IdleHash; + public GameObject Go_PistolL; + public GameObject Go_PistolR; + public GameObject Go_Blade; - // Start is called before the first frame update - void Start() + public bool UsePistol; + public bool UseBlade; + + // Start is called before the first frame update + void Start() { animator = GetComponent(); - // SetupAbilities(); - IdleHash = Animator.StringToHash("Idle Fight 0"); - } + animator.speed = 0; + PhysicsWorld.Instance.AddAnimator(animator); - private void Update() - { + Go_PistolL.SetActive(UsePistol); + Go_PistolR.SetActive(UsePistol); + Go_Blade.SetActive(UseBlade); - //AnimatorStateInfo info = animator.GetCurrentAnimatorStateInfo(0); - //if(info.normalizedTime > 0.8) - //{ - // animator.CrossFade(IdleHash, 0.11f); - //} - } + } - // 更新顺序: - // internal animator update -> OnAnimatorMove() -> physics - // 角色最后的位置以物理系统为准(如果加入物理系统的话) - // 如果后续有物理处理,会重写transform - // 对于后续不受物理管理的动作,不需要修改transform - void OnAnimatorMove() + // 更新顺序: + // internal animator update -> OnAnimatorMove() -> physics + // 角色最后的位置以物理系统为准(如果加入物理系统的话) + // 如果后续有物理处理,会重写transform + // 对于后续不受物理管理的动作,不需要修改transform + void OnAnimatorMove() { Animator animator = GetComponent(); - - // animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果 - // 在后面做一个硬性约束z=0,将角色限制在z=0平面上 - if (animator) + + // animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果 + // 在后面做一个硬性约束z=0,将角色限制在z=0平面上 + if (animator) { Vector3 position = transform.position; position.x += animator.deltaPosition.x; -- cgit v1.1-26-g67d0