From a5c191cf74238084d9bd9f805b4b6755f70d956d Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 1 Sep 2021 08:30:42 +0800 Subject: =?UTF-8?q?*=E6=94=B9=E5=8F=98=E7=9B=AE=E5=BD=95=E7=BB=93=E6=9E=84?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scripts/Unit/Component/UnitAnimation.cs | 249 ------------------------- 1 file changed, 249 deletions(-) delete mode 100644 Assets/Scripts/Unit/Component/UnitAnimation.cs (limited to 'Assets/Scripts/Unit/Component/UnitAnimation.cs') diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs deleted file mode 100644 index 3df9ef89..00000000 --- a/Assets/Scripts/Unit/Component/UnitAnimation.cs +++ /dev/null @@ -1,249 +0,0 @@ -#define ANIM_CROSS_FADE -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; -#endif - -// 单独一层动画 -public class AnimatorLayerInfo -{ - public int layer; - - public int layerIndex { get { return (int)layer; } } - - public string name { get { return m_Animator.GetLayerName(layerIndex); } } - - private Animator m_Animator; - - // 当前动作的animation data,如果是blendtree选第一个动作 - private AnimationData m_AnimationData; - public AnimationData animationData - { - get - { - if (clipInfo == null || clipInfo.Length == 0) - return null; - var clip = clipInfo[0]; //选第一个 - string folder = m_UnitAnimation.owner.folder; - string name = clip.clip.name; - if (m_AnimationData != null && m_AnimationData.animationName == name) - return m_AnimationData; - 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(path); -#endif - return m_AnimationData; - } - } - - // 当前动作所有animation data,包括blendtree使用的所有动画 - //private List m_AnimationDatas; - //public List animationDatas - //{ - // get - // { - // return null; - // } - //} - - // 当前在播放的动作 - // 如果处于transition中,动作不变,切换完成后才会到下一个动作 - public AnimatorStateInfo stateInfo - { - get - { - AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(layerIndex); - AnimatorClipInfo[] clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex); - if(clips == null || clips.Length == 0) - { - stateInfo = m_Animator.GetNextAnimatorStateInfo(layerIndex); - } - return stateInfo; - } - } - - private int preStateHash = -1; - - // 当前正在播放和融合的片段信息 - public AnimatorClipInfo[] clipInfo - { - get - { - AnimatorClipInfo[] clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex); - if(clips.Length == 0) - { - // 如果transition设置了打断,会出现GetCurrentAnimatorClipinfo返回空数组的情况 - clips = m_Animator.GetNextAnimatorClipInfo(layerIndex); - } - return clips; - } - } - - public int stateHash - { - get - { - return stateInfo.shortNameHash; - } - } - - //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 playbackNomralizedTime * 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,[0-1],是逻辑上的,如果动画不是loop,那么播放完后normalizedTime是1 - public float playbackNomralizedTime - { - get - { - //return stateInfo.normalizedTime % 1f; - if (!stateInfo.loop && stateInfo.normalizedTime > 1) - return 1; - return stateInfo.normalizedTime % 1f; - } - } - - public float playbackSpeed - { - get - { - return m_Animator.GetFloat("PlaybackSpeed" + layerIndex); - } - set - { - float v = Mathf.Clamp(value, 0, 10); - m_Animator.SetFloat("PlaybackSpeed" + layerIndex, v); - } - } - - public float weight - { - get - { - return m_Animator.GetLayerWeight(layerIndex); - } - } - - public int nextStateHash - { - get - { - //if (!isInTransition) - // return 0; - AnimatorStateInfo nextState = m_Animator.GetNextAnimatorStateInfo(layerIndex); - int hash = nextState.shortNameHash; // 如果不在过渡中,hash是0 - return hash; - } - } - - public bool isInTransition - { - get - { - return m_Animator.IsInTransition(layerIndex); - } - } - - public bool applySpeedCurve { get; set; } - - UnitAnimation m_UnitAnimation; - - Coroutine m_CalcPlaybackTimeCoroutine; - - TimelineEventProxy m_TimelineEventProxy; - - public AnimatorLayerInfo(UnitAnimation unitAnimation, Animator animator, int layer) - { - this.m_UnitAnimation = unitAnimation; - this.m_Animator = animator; - this.layer = layer; - m_CalcPlaybackTimeCoroutine = unitAnimation.StartCoroutine(CalcPlaybackRealTimeCoroutine()); - m_TimelineEventProxy = new TimelineEventProxy(unitAnimation.owner.transform, unitAnimation.owner); - applySpeedCurve = true; - } - - IEnumerator CalcPlaybackRealTimeCoroutine() - { - while (true) - { - if(preStateHash != stateHash) - { - m_PlaybackRealTime = 0; - } - m_PlaybackRealTime += Time.deltaTime; - preStateHash = stateHash; - yield return null; - } - } - - public bool IsToggleOpen(EAnimationToogle toggle) - { - if (m_AnimationData == null) - return false; - return m_AnimationData.IsToggleOpen(toggle, playbackNomralizedTime); - } - - public void OnUpdate() - { - // 执行事件 - m_TimelineEventProxy.ExecuteAnimationEvents(animationData, playbackTimeInSeconds * TimelineEventProxy.FPS); - - // 播放速度控制 - if (applySpeedCurve && animationData != null && animationData.speedCurve != null) - { - playbackSpeed = animationData.speedCurve.Evaluate(playbackNomralizedTime); - } - - } - -} - -// 控制动画播放、执行动作timeline(包括执行事件和碰撞盒) -// 每个layer同时只会有一个动画在播放,在执行transition时,current animation依然是 -// 这个动作,只有完全过渡完成后才会切到下一个动作 -// 当前是什么动作以ainmator的GetCurrentAnimatorStateInfo为准 -[DisallowMultipleComponent] -public class UnitAnimation : UnitComponent -{ - public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } } - protected AnimatorLayerInfo[] m_LayerInfo; - - public Animator animator { get { return m_Animator; } } - protected Animator m_Animator; - - - public bool isInTransition - { - get - { - return m_Animator.IsInTransition(0); - } - } - -} -- cgit v1.1-26-g67d0