using System.Collections; using System.Collections.Generic; using UnityEngine; public class AnimatorLayerInfo { public UnitAnimation.ELayer layer; public int layerIndex { get { return (int)layer; } } private Animator m_Animator; public AnimationData animationData; private AnimationData m_AnimationData; // 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 { return m_Animator.GetCurrentAnimatorStateInfo(layerIndex); } } // 当前正在播放和融合的片段信息 public AnimatorClipInfo[] clipInfo { get { return m_Animator.GetCurrentAnimatorClipInfo(layerIndex); } } public int stateHash { get { return stateInfo.shortNameHash; } } public float playbackTimeInSeconds { get { return stateInfo.normalizedTime * stateInfo.length; } } public float playbackNomralizedTime { get { return stateInfo.normalizedTime; } } public int pendingStateHash; public AnimatorLayerInfo(Animator animator, UnitAnimation.ELayer layer) { this.m_Animator = animator; this.layer = layer; } } // 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 enum ELayer { Basic = 0, Attack, 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, } // 切换动画 public enum ETrigger { ToIdle, ToMove, ToAttack, } public Animator animator { get { return m_Animator; } } private Animator m_Animator; private UnitTimeline m_Timeline; private UnitActionData m_ActionData; public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } } private AnimatorLayerInfo[] m_LayerInfo = new AnimatorLayerInfo[(int)ELayer.Count]; public bool isInTransition { get { return m_Animator.IsInTransition(0); } } //public EAnimState curState { get { return m_CurState; } } //private EAnimState m_CurState; public override void Initialize() { base.Initialize(); m_Timeline = this.m_Owner.unitObj.GetOrAddComponent(); m_Animator = this.m_Owner.unitObj.GetComponent(); m_Animator.speed = 0; m_LayerInfo[0] = new AnimatorLayerInfo(m_Animator, ELayer.Basic); m_LayerInfo[1] = new AnimatorLayerInfo(m_Animator, ELayer.Attack); if (m_Animator == null) { LogHelper.LogError("没有挂Animator组件"); } } public override void OnUpdate() { base.OnUpdate(); UpdateAnimation(); UpdateRootMotion(); } void UpdateAnimation() { m_Animator.speed = 1; m_Animator.Update(Time.deltaTime); m_Animator.speed = 0; } void UpdateRootMotion() { m_Owner.unitRootMotion.UpdateRootMotion(); } public void AnimIdle() { m_Animator.SetTrigger(ETrigger.ToIdle.ToString()); } public void AnimMove() { m_Animator.SetTrigger(ETrigger.ToMove.ToString()); } public void AnimAttack() { m_Animator.SetTrigger(ETrigger.ToAttack.ToString()); } }