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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,
HitLight,
HitAir,
HitBackHeavy,
Rise,
}
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()
{
this.CrossFade(EAnimState.Idle, 0.2f, 0);
}
public void AnimHitLight()
{
this.Play(EAnimState.HitLight, 0, 0);
//m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0);
}
public void AnimHitAir()
{
this.Play(EAnimState.HitAir, 0, 0);
//m_Animator.CrossFade("HitLight", 0.05f, 0, 0, 0);
}
public void AnimHitBackHeavy()
{
this.Play(EAnimState.HitBackHeavy, 0, 0);
}
public void AnimRise()
{
this.CrossFade(EAnimState.Rise, 0);
}
private void Play(EAnimState animState, int layerIndex = 0, float normalizedTime = float.NegativeInfinity)
{
AnimatorLayerInfo layer = this.layers[layerIndex];
if (layer == null)
return;
layer.OnPlay(animState.ToString(), normalizedTime);
}
public void CrossFade(EAnimState animState, float normalizedTransitionDuration, int layerIndex = 0, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
{
AnimatorLayerInfo layer = this.layers[layerIndex];
if (layer == null)
return;
layer.OnCrossFade(animState.ToString(), normalizedTransitionDuration, normalizedTimeOffset, normalizedTransitionTime);
}
}
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