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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class UnitSetUp
{
public UnitActionData actionData; // 动作配置
public GameObject unitControllerPrefab;
public GameObject unitPrefab;
public RuntimeAnimatorController animController;
public string unitFolder;
[HideInInspector]
public GameObject unit;
[HideInInspector]
public GameObject unitController;
}
public class TestErika : MonoBehaviour
{
public UnitSetUp erika;
public UnitSetUp monster;
private void Awake()
{
SetupErika();
SetupMonster();
}
private void Update()
{
if (Input.GetKeyDown("r"))
{
erika.unitController.transform.position = Vector3.zero;
erika.unitController.transform.rotation = Quaternion.identity;
monster.unitController.transform.position = new Vector3(2, 0, 0);
monster.unitController.transform.rotation = Quaternion.Euler(0, 180, 0);
}
}
void SetupErika()
{
erika.unitController = GameObject.Instantiate(erika.unitControllerPrefab);
erika.unitController.transform.position = Vector3.zero;
erika.unitController.transform.rotation = Quaternion.identity;
erika.unit = GameObject.Instantiate(erika.unitPrefab);
erika.unit.transform.position = Vector3.zero;
erika.unit.transform.rotation = Quaternion.Euler(0, 90, 0);
erika.unit.transform.SetParent(erika.unitController.transform);
UnitController unitCtr = erika.unitController.GetOrAddComponent<UnitController>();
unitCtr.Initialize(erika.unit, erika.unitFolder);
UnitRootMotion unitRootMotion = unitCtr.unitRootMotion;
RootMotionProxy rootMotionProxy = erika.unit.GetOrAddComponent<RootMotionProxy>();
Animator animator = erika.unit.GetComponent<Animator>();
//AnimatorOverrideController animCtr = new AnimatorOverrideController(erika.animController);
//animCtr.name = erika.unitPrefab.name + " Override Controller";
//foreach(var anim in erika.actionData.actions)
//{
// animCtr[anim.Key] = anim.Value;
//}
animator.runtimeAnimatorController = erika.animController;
Debug.Assert(animator.runtimeAnimatorController is AnimatorOverrideController);
unitCtr.pcState.ChangeState(PCState.EUnitState.Idle, new PCState.IdleParam(), true);
}
void SetupMonster()
{
monster.unitController = GameObject.Instantiate(monster.unitControllerPrefab);
monster.unitController.transform.position = Vector3.zero;
monster.unitController.transform.rotation = Quaternion.identity;
monster.unit = GameObject.Instantiate(monster.unitPrefab);
monster.unit.transform.rotation = Quaternion.Euler(0, 90, 0);
monster.unit.transform.SetParent(monster.unitController.transform);
UnitController unitCtr = monster.unitController.GetOrAddComponent<UnitController>();
unitCtr.Initialize(monster.unit, monster.unitFolder);
UnitRootMotion unitRootMotion = unitCtr.unitRootMotion;
RootMotionProxy rootMotionProxy = monster.unit.GetOrAddComponent<RootMotionProxy>();
Animator animator = monster.unit.GetComponent<Animator>();
AnimatorOverrideController animCtr = new AnimatorOverrideController(monster.animController);
animCtr.name = monster.unitPrefab.name + " Override Controller";
animator.runtimeAnimatorController = animCtr;
unitCtr.monsterState.ChangeState(MonsterState.EUnitState.Idle, new MonsterState.IdleParam(), true);
monster.unitController.transform.position = new Vector3(2, 0, 0);
monster.unitController.transform.rotation *= Quaternion.Euler(0, 180, 0);
}
}
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