#define ANIM_CROSS_FADE using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class PCAnimation : UnitAnimation { public enum ELayer { Basic = 0, Attack, SwordAttack, GunAttack, UpperBody, LowerBody, Count, } // 动作名,和animator里的state对应 public enum EAnimState { // layer 0 Idle = 0, Move, Jump, Hit, Attack, Rise, Stinger, Turn, Landing, AirAttack0, AirAttack1, AirAttack2, AirAttack3, Attack0, Attack1, Attack2, Attack3, } #if !ANIM_CROSS_FADE // 切换动画 public enum ETrigger { ToIdle, ToMove, ToJump, ToAttack, ToAirAttack, ToLanding, } #endif private UnitActionData m_ActionData; public bool applyRootMotion { get; set; }// 动态设置root motion public bool applyRootCurve { get; set; } // 程序生成的root motion public override void Initialize() { base.Initialize(); m_Animator = this.m_Owner.unitObj.GetComponent(); m_Animator.speed = 0; m_LayerInfo = new AnimatorLayerInfo[2]; m_LayerInfo[0] = new AnimatorLayerInfo(this, m_Animator, (int)ELayer.Basic); //m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack); if (m_Animator == null) { LogHelper.LogError("没有挂Animator组件"); } applyRootMotion = true; } public override void OnUpdate() { base.OnUpdate(); UpdateLayer(); UpdateAnimation(); if (applyRootMotion) UpdateRootMotion(); if (applyRootCurve) UpdateRootCurve(); } void UpdateLayer() { m_LayerInfo[0].OnUpdate(); return; for (int i = 0; i < m_LayerInfo.Length; ++i) { m_LayerInfo[i].OnUpdate(); } } void UpdateAnimation() { m_Animator.speed = 1; m_Animator.Update(Time.deltaTime); m_Animator.speed = 0; } void UpdateRootMotion() { m_Owner.unitRootMotion.UpdateRootMotion(); } void UpdateRootCurve() { } public void AnimIdle() { #if ANIM_CROSS_FADE m_Animator.CrossFade("Idle", 0.2f, 0); #else ResetAllTriggers(); m_Animator.SetTrigger(ETrigger.ToIdle.ToString()); #endif } public void AnimMove() { #if ANIM_CROSS_FADE m_Animator.CrossFade("Move", 0.01f, 0); #else ResetAllTriggers(); m_Animator.SetTrigger(ETrigger.ToMove.ToString()); #endif } public void AnimJump() { #if ANIM_CROSS_FADE m_Animator.CrossFade("Jump", 0.01f); #else ResetAllTriggers(); SetTrigger(ETrigger.ToJump); #endif } public void AnimAirAttack(int id) { m_Owner.unitCollider.OnAnimationChange(); #if ANIM_CROSS_FADE m_Animator.CrossFade("AirAttack" + id, 0.05f); #else ResetAllTriggers(); SetTrigger(ETrigger.ToAirAttack); #endif } public void AnimAttack(int id) { m_Owner.unitCollider.OnAnimationChange(); m_Animator.CrossFade("Attack" + id, 0.05f); } public void AnimAirDash() { if (layers[0].stateInfo.IsName("AirDash")) { m_Animator.Play("AirDash", 0, 0); } else { m_Animator.CrossFade("AirDash", 0.05f); } } public void AnimLanding() { #if ANIM_CROSS_FADE m_Animator.CrossFade("Landing", 0.05f); #else ResetAllTriggers(); SetTrigger(ETrigger.ToLanding); #endif } public void AnimLandingGround() { #if ANIM_CROSS_FADE m_Animator.CrossFade("LandingGround", 0.00f); #else ResetAllTriggers(); SetTrigger(ETrigger.ToLanding); #endif } #if !ANIM_CROSS_FADE void ResetAllTriggers() { var values = Enum.GetValues(typeof(ETrigger)); foreach (var e in values) { m_Animator.ResetTrigger(e.ToString()); } } #endif private void Play(string animState, float fade = 0.1f, float offset = 0f, int layer = 0) { m_Animator.CrossFade(animState, fade, layer, offset); } }