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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 播放动画,执行帧事件
[DisallowMultipleComponent]
public class UnitAnimation : UnitComponent
{
// animator trigger值,切换动画
public enum ETrigger
{
Nein = 0,
ToIdle ,
ToMove ,
ToSpawn ,
ToDie ,
ToHitAir ,
ToHitAirAir,
ToHitKnockDown,
ToJump,
ToWalk,
ToAttack,
ToRise,
ToStinger,
ToTurn,
}
// animator状态
public enum EAnimState
{
Idle,
Move,
Jump,
Hit,
Attack,
Rise,
Stinger,
Turn,
}
public Dictionary<EAnimState, ETrigger> triggers = new Dictionary<EAnimState, ETrigger>() {
{ EAnimState.Idle, ETrigger.ToIdle},
{ EAnimState.Move, ETrigger.ToMove},
{ EAnimState.Jump, ETrigger.ToJump},
{ EAnimState.Attack, ETrigger.ToAttack},
{ EAnimState.Rise, ETrigger.ToRise},
{ EAnimState.Stinger, ETrigger.ToStinger},
{ EAnimState.Turn , ETrigger.ToTurn},
};
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 void Play(EAnimState state)
{
m_CurState = state;
ETrigger trigger = triggers[state];
string toAnim = trigger.ToString();
m_Animator.SetTrigger(toAnim);
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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