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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();
}
}
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