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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonsterAnimation : UnitAnimation
{
public enum ELayer
{
Basic = 0,
Count,
}
// 动作名,和animator里的state对应
public enum EAnimState
{
// layer 0
Idle = 0,
Move,
Jump,
Hit,
Attack,
Rise,
Stinger,
Turn,
Landing,
AirAttack0,
AirAttack1,
AirAttack2,
AirAttack3,
Attack0,
Attack1,
Attack2,
Attack3,
}
public override void Initialize()
{
base.Initialize();
m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
m_Animator.speed = 0;
m_LayerInfo = new AnimatorLayerInfo[2];
m_LayerInfo[0] = new AnimatorLayerInfo(this, m_Animator, (int)ELayer.Basic);
//m_LayerInfo[1] = new AnimatorLayerInfo(this, m_Animator, ELayer.Attack);
if (m_Animator == null)
{
LogHelper.LogError("没有挂Animator组件");
}
}
public override void OnUpdate()
{
base.OnUpdate();
UpdateLayer();
UpdateAnimation();
UpdateRootMotion();
}
void UpdateLayer()
{
m_LayerInfo[0].OnUpdate();
return;
for (int i = 0; i < m_LayerInfo.Length; ++i)
{
m_LayerInfo[i].OnUpdate();
}
}
void UpdateAnimation()
{
m_Animator.speed = 1;
m_Animator.Update(Time.deltaTime);
m_Animator.speed = 0;
}
void UpdateRootMotion()
{
m_Owner.unitRootMotion.UpdateRootMotion();
}
public void AnimIdle()
{
m_Animator.CrossFade("Idle", 0.2f, 0);
}
}
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