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path: root/Assets/Scripts/Unit/Component/UnitAnimation.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// 控制动画播放,执行帧事件
[DisallowMultipleComponent]
public class UnitAnimation : UnitComponent
{
	// 动画
	public enum EAnimState
	{
		Idle,
		Move, 
		Jump,
		Hit,
		Attack,
		Rise,
		Stinger,
		Turn,
	}

    public enum ELayer
    {
        Basic = 0, 
        Attack = 1,
    }

	public Animator animator { get { return m_Animator; } }
	private Animator m_Animator;
    private TimelineEvent m_Timeline;

	private UnitActionData m_ActionData;

	public AnimatorStateInfo stateInfo
	{
		get
		{
			return m_Animator.GetCurrentAnimatorStateInfo(0);
		}
	}

	public EAnimState curState { get { return m_CurState; } }
	private EAnimState m_CurState;

	public float playbackTime { get { return m_PlaybackTime; } }
	private float m_PlaybackTime; 

	public override void Initialize()
	{
		base.Initialize();

		m_Timeline = this.m_Owner.unitObj.GetOrAddComponent<TimelineEvent>();
		m_Animator = this.m_Owner.unitObj.GetComponent<Animator>(); 

		if(m_Animator == null)
		{
			LogHelper.LogError("没有挂Animator组件");
		}
	}

    public string GetTrigger(EAnimState state)
    {
        return "To" + state.ToString();
    }

	public void Play(EAnimState state)
	{
		m_CurState = state;
		m_Animator.SetTrigger(GetTrigger(state));
		m_Animator.speed = 0;
		m_PlaybackTime = 0;
		m_Owner.unitRootMotion.Reset();
	}

	public override void OnUpdate()
	{
		base.OnUpdate();

		m_PlaybackTime += Time.deltaTime;

		m_Animator.speed = 1;
		m_Animator.Update(Time.deltaTime);
		m_Animator.speed = 0;

		m_Owner.unitRootMotion.UpdateRootMotion();

	}

}