using System.Collections; using System.Collections.Generic; using UnityEngine; public class MonsterAnimation : UnitAnimation { public enum ELayer { Basic = 0, 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, } 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"); } } 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() { m_Animator.CrossFade("Idle", 0.2f, 0); } public void AnimHitLight() { m_Animator.Play("HitLight", 0, 0); //m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0); } public void AnimHitAir() { m_Animator.Play("HitAir", 0, 0); //m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0); } public void AnimRise() { m_Animator.CrossFade("Rise", 0); } }