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 UnitAnimation.ELayer 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 { return m_Animator.GetCurrentAnimatorStateInfo(layerIndex); } } private int preStateHash = -1; // 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;// 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 * 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 { return stateInfo.normalizedTime; } } 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, UnitAnimation.ELayer 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 void OnUpdate() { // 执行事件 m_TimelineEventProxy.ExecuteAnimationEvents(animationData, playbackTimeInSeconds * TimelineEventProxy.FPS); // 播放速度控制 if(applySpeedCurve && 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 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, } // 切换动画 public enum ETrigger { ToIdle, ToMove, ToAttack, ToJump, ToAirAttack, } public Animator animator { get { return m_Animator; } } private Animator m_Animator; private UnitActionData m_ActionData; public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } } private readonly AnimatorLayerInfo[] m_LayerInfo = new AnimatorLayerInfo[(int)ELayer.Count]; public bool isInTransition { get { return m_Animator.IsInTransition(0); } } public override void Initialize() { base.Initialize(); m_Animator = this.m_Owner.unitObj.GetComponent(); m_Animator.speed = 0; m_LayerInfo[0] = new AnimatorLayerInfo(this, m_Animator, ELayer.Basic); m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack); if (m_Animator == null) { LogHelper.LogError("没有挂Animator组件"); } } public override void OnUpdate() { base.OnUpdate(); UpdateLayer(); UpdateAnimation(); UpdateRootMotion(); } 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(); } public void AnimIdle() { if(layers[0].stateInfo.shortNameHash != Animator.StringToHash("Idle")) { m_Animator.SetTrigger(ETrigger.ToIdle.ToString()); } } public void AnimMove() { if (layers[0].stateInfo.shortNameHash != Animator.StringToHash("Move")) { m_Animator.SetTrigger(ETrigger.ToMove.ToString()); } } public void AnimAttack() { SetTrigger(ETrigger.ToAttack); } void SetTrigger(ETrigger trigger) { m_Animator.SetTrigger(trigger.ToString()); } public void AnimJump() { SetTrigger(ETrigger.ToJump); } public void AnimAirAttack() { SetTrigger(ETrigger.ToAirAttack); } }