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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class AnimatorLayerInfo
{
public UnitAnimation.ELayer layer;
public int layerIndex { get { return (int)layer; } }
public string name { get { return m_Animator.GetLayerName(layerIndex); } }
private Animator m_Animator;
// 当前动作的animation data,如果是blendtree选第一个动作
private AnimationData m_AnimationData;
public AnimationData animationData
{
get
{
if (clipInfo == null || clipInfo.Length == 0)
return null;
var clip = clipInfo[0]; //选第一个
string folder = m_Owner.folder;
string name = clip.clip.name;
if (m_AnimationData != null && m_AnimationData.animationName == name)
return m_AnimationData;
string path = folder + "AnimationData/" + name + ".asset" ;
#if UNITY_EDITOR
m_AnimationData = AssetDatabase.LoadAssetAtPath<AnimationData>(path);
#endif
return m_AnimationData;
}
}
// 当前动作所有animation data,包括blendtree使用的所有动画
//private List<AnimationData> m_AnimationDatas;
//public List<AnimationData> animationDatas
//{
// get
// {
// return null;
// }
//}
// 当前在播放的动作
// 如果处于transition中,动作不变,切换完成后才会到下一个动作
public AnimatorStateInfo stateInfo
{
get
{
return m_Animator.GetCurrentAnimatorStateInfo(layerIndex);
}
}
// 当前正在播放和融合的片段信息
public AnimatorClipInfo[] clipInfo
{
get
{
return m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
}
}
public int stateHash
{
get
{
return stateInfo.shortNameHash;
}
}
public float playbackTimeInSeconds
{
get
{
return stateInfo.normalizedTime * stateInfo.length;
}
}
public float playbackNomralizedTime
{
get
{
return stateInfo.normalizedTime;
}
}
public float weight
{
get
{
return m_Animator.GetLayerWeight(layerIndex);
}
}
public int nextStateHash
{
get
{
//if (!isInTransition)
// return 0;
AnimatorStateInfo nextState = m_Animator.GetNextAnimatorStateInfo(layerIndex);
int hash = nextState.shortNameHash; // 如果不在过渡中,hash是0
return hash;
}
}
public bool isInTransition
{
get
{
return m_Animator.IsInTransition(layerIndex);
}
}
UnitController m_Owner;
public AnimatorLayerInfo(UnitController owner, Animator animator, UnitAnimation.ELayer layer)
{
this.m_Owner = owner;
this.m_Animator = animator;
this.layer = layer;
}
}
// 控制动画播放、执行动作timeline(包括执行事件和碰撞盒)
// 每个layer同时只会有一个动画在播放,在执行transition时,current animation依然是
// 这个动作,只有完全过渡完成后才会切到下一个动作
// 当前是什么动作以ainmator的GetCurrentAnimatorStateInfo为准
[DisallowMultipleComponent]
public class UnitAnimation : UnitComponent
{
public enum ELayer
{
Basic = 0,
Attack,
SwordAttack,
GunAttack,
UpperBody,
LowerBody,
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,
}
// 切换动画
public enum ETrigger
{
ToIdle,
ToMove,
ToAttack,
}
public Animator animator { get { return m_Animator; } }
private Animator m_Animator;
private UnitTimeline m_Timeline;
private UnitActionData m_ActionData;
public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } }
private readonly AnimatorLayerInfo[] m_LayerInfo = new AnimatorLayerInfo[(int)ELayer.Count];
public bool isInTransition
{
get
{
return m_Animator.IsInTransition(0);
}
}
public override void Initialize()
{
base.Initialize();
m_Timeline = this.m_Owner.unitObj.GetOrAddComponent<UnitTimeline>();
m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
m_Animator.speed = 0;
m_LayerInfo[0] = new AnimatorLayerInfo(m_Owner, m_Animator, ELayer.Basic);
m_LayerInfo[1] = new AnimatorLayerInfo(m_Owner, m_Animator, ELayer.Attack);
if (m_Animator == null)
{
LogHelper.LogError("没有挂Animator组件");
}
}
public override void OnUpdate()
{
base.OnUpdate();
UpdateAnimation();
UpdateRootMotion();
}
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.SetTrigger(ETrigger.ToIdle.ToString());
}
public void AnimMove()
{
m_Animator.SetTrigger(ETrigger.ToMove.ToString());
}
public void AnimAttack()
{
SetTrigger(ETrigger.ToAttack);
}
void SetTrigger(ETrigger trigger)
{
m_Animator.SetTrigger(trigger.ToString());
}
}
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