#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); } } public bool isBaseLayer { get { return layerIndex == 0; } } 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 { AnimatorClipInfo[] clipInfos = clipsInfo; if (clipInfos == null || clipInfos.Length == 0) return null; var clip = clipInfos[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 m_AnimationData = ResourceManager.Instance.LoadAsset(path); return 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 { AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(layerIndex); if (isInTransition) // 过渡中的动作认为当前动作是下一个动作 { stateInfo = m_Animator.GetNextAnimatorStateInfo(layerIndex); } // Debug.Assert(stateInfo.IsName(layerName + "." + m_CurrentState)); return stateInfo; } } private int preStateHash = -1; // 当前正在播放和融合的片段信息 public AnimatorClipInfo[] clipsInfo { get { AnimatorClipInfo[] clips = null; if (!isInTransition) { clips = m_Animator.GetCurrentAnimatorClipInfo(layerIndex); if (clips.Length == 0) { clips = m_Animator.GetNextAnimatorClipInfo(layerIndex); } } else // 过渡中的动作认为当前动作是下一个动作 { clips = m_Animator.GetNextAnimatorClipInfo(layerIndex); } return clips; } } public AnimatorClipInfo clipInfo { get { return clipsInfo[0]; } } public int stateHash { get { return stateInfo.shortNameHash; } } // 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 playbackNormalizedTime * clipInfo.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 playbackNormalizedTime { get { AnimatorStateInfo state = stateInfo; if (!state.loop && state.normalizedTime > 1) return 1; //if (state.IsName("Attack0")) //{ // Debug.Log("normalizedTime=" + state.normalizedTime); // Debug.Log("playbackTimeInSeconds=" + state.normalizedTime * clipInfo.clip.length); //} return state.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 { 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 string m_CurrentState; 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, playbackNormalizedTime); } 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(playbackNormalizedTime); } } public void OnCrossFade(string animState, float normalizedTransitionDuration, float normalizedTimeOffset, float normalizedTransitionTime ) { m_CurrentState = animState; m_Animator.CrossFade(animState.ToString(), normalizedTransitionDuration, layerIndex, normalizedTimeOffset, normalizedTransitionTime); m_TimelineEventProxy.ResetPrevAnimationData(); } public void OnPlay(string animState, float normalizedTime) { m_CurrentState = animState; m_Animator.Play(animState, layerIndex, normalizedTime); m_TimelineEventProxy.ResetPrevAnimationData(); } } [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 virtual AnimatorLayerInfo baseLayer { get { return layers[0]; } } public bool isInTransition { get { return m_Animator.IsInTransition(0); } } public void Play(string animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity) { AnimatorLayerInfo layer = this.layers[layerIndex]; if (layer == null) return; layer.OnPlay(animState, normalizedTime); UnitRootMotion rm = m_Owner.GetComponent(); if(rm) { rm.OnAnimationChange(); } } public void CrossFade(string animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f) { AnimatorLayerInfo layer = this.layers[layerIndex]; if (layer == null) return; layer.OnCrossFade(animState, normalizedTransitionDuration, normalizedTimeOffset, normalizedTransitionTime); UnitRootMotion rm = m_Owner.GetComponent(); if (rm) { rm.OnAnimationChange(); } } }