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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 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;
        }
    }

}