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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public partial class SaionjiScript : MonoBehaviour
{
HitBoxTest hitbox;
Animator animator;
int IdleHash;
// Start is called before the first frame update
void Start()
{
animator = GetComponent<Animator>();
// SetupAbilities();
IdleHash = Animator.StringToHash("Idle Fight 0");
}
private void OnCollisionEnter(Collision collision)
{
Debug.Log("OnCollisionEnter()");
}
private void OnTriggerEnter(Collider other)
{
Debug.Log("OnTriggerEnter()");
}
private void Update()
{
//AnimatorStateInfo info = animator.GetCurrentAnimatorStateInfo(0);
//if(info.normalizedTime > 0.8)
//{
// animator.CrossFade(IdleHash, 0.11f);
//}
}
// 更新顺序:
// internal animator update -> OnAnimatorMove() -> physics
// 角色最后的位置以物理系统为准(如果加入物理系统的话)
// 如果后续有物理处理,会重写transform
// 对于后续不受物理管理的动作,不需要修改transform
void OnAnimatorMove()
{
Animator animator = GetComponent<Animator>();
// 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 (animator)
{
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;
}
}
}
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