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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public partial class ArmorSoldierScript : Avatar, IInteractable
{
public Animator m_Animator;
void Awake()
{
m_Animator = GetComponent<Animator>();
}
private void Start()
{
base.Init();
SetupAnim();
SetupStates();
}
private void OnAnimatorMove()
{
Animator animator = GetComponent<Animator>();
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
// animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果
// 在后面做一个硬性约束z=0,将角色限制在z=0平面上
if (stateInfo.IsTag("IgnoreRootMotion"))
{
// ignore root motion
//Debug.Log("ignore root motion ");
}
else
{
Vector3 position = transform.position;
position.x += animator.deltaPosition.x;
position.y += animator.deltaPosition.y;
transform.position = position;
// animation clip导入设置旋转一般上设置为baked inpose,不需要手动限制
transform.rotation *= animator.deltaRotation;
}
}
public void Hurt()
{
}
public override void OnHurt(HurtInfo hurtInfo)
{
base.OnHurt(hurtInfo);
Hurt();
}
}
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