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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
// 同步root motion到角色根节点
[DisallowMultipleComponent]
public class UnitRootMotion : UnitComponent
{
RootMotionData m_RootMotionData;
float m_PrevFrame;
AnimationData m_PrevAnimationData;
public override void Initialize()
{
base.Initialize();
m_PrevFrame = 0;
m_PrevAnimationData = null;
}
#if false // 用自定义root motion
private float m_PrevNormalTime;
Dictionary<UnitAnimation.EAnimState, RootMotionData> m_RootMotionDic = new Dictionary<UnitAnimation.EAnimState, RootMotionData>();
public void Reset()
{
m_PrevNormalTime = 0;
}
public override void OnUpdate()
{
base.OnUpdate();
var state = m_Owner.unitAnimation.curState;
float playbackTime = m_Owner.unitAnimation.playbackTime;
var rootMotion = m_RootMotionDic[state];
float normalTime = (playbackTime % rootMotion.animationLength) / rootMotion.animationLength;
if (m_PrevNormalTime > normalTime)
m_PrevNormalTime = 0;
m_Owner.transform.position += rootMotion.GetRootMotionDistance(m_PrevNormalTime, normalTime);
m_PrevNormalTime = normalTime;
}
public void SetUpRootMotion(string unitFolder, UnitActionData actions)
{
if (actions == null)
return;
foreach (var action in actions.actions)
{
#if UNITY_EDITOR
AnimationClip clip = action.Value;
string name = clip.name;
string path = unitFolder + "RootMotion/" + name + ".asset";
RootMotionData data = AssetDatabase.LoadAssetAtPath<RootMotionData>(path);
m_RootMotionDic.Add(action.Key, data);
#endif
}
}
#else
public override void OnUpdate()
{
base.OnUpdate();
}
public void OnAnimationChange()
{
m_PrevAnimationData = null;
}
public void UpdateRootMotion()
{
bool overrideRootMotion = m_Owner.unitAnimation.baseLayer.animationData.overrideRootMotion;
if(overrideRootMotion)
{
var baseLayer = m_Owner.unitAnimation.baseLayer;
var rmData = m_Owner.unitAnimation.baseLayer.animationData.rootMotionOverrideData;
float frame = baseLayer.playbackNormalizedTime * baseLayer.clipInfo.clip.length * TimelineEventProxy.FPS;
var animData = m_Owner.unitAnimation.baseLayer.animationData;
if(animData != m_PrevAnimationData)
{
m_PrevAnimationData = animData;
m_PrevFrame = frame;
}
if (m_PrevFrame > frame)
m_PrevFrame = frame;
Vector3 dest = rmData.GetRootMotionDistance(m_PrevFrame, frame);
Vector3 realDest = m_Owner.transform.rotation * dest;
if(animData.GetProperty(EAnimationProperty.ORMEnforcement) != 0)
{
if(m_Owner.transform.position.y + realDest.y < 0)
realDest.y = 0;
}
m_Owner.transform.position += realDest;
m_PrevFrame = frame;
}
else
{
// 因为Unti被旋转了90度,所以这里的deltaPosition的forward是x方向了
Vector3 dest = m_Owner.unitAnimation.animator.deltaPosition;
dest.z = 0;
var state = m_Owner.unitAnimation.baseLayer.stateInfo;
bool ignoreY = m_Owner.unitAnimation.baseLayer.animationData.GetProperty(EAnimationProperty.IgnoreY, 0) != 0;
if (state.IsTag("IgnoreY") || ignoreY)
{
dest.y = 0;
}
//m_Owner.transform.position += RootMotionUtility.ExchangeXZ(dest); // 不需要exchangeXZ
m_Owner.transform.position += dest;
}
}
#endif
}
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