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path: root/Assets/Scripts/Unit/UnitRootMotion.cs
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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;
			}
			Vector3 dest = rmData.GetRootMotionDistance(m_PrevFrame, frame);
			m_Owner.transform.position += dest;
			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;
			if (state.IsTag("IgnoreY"))
			{
				dest.y = 0;
			}
			//m_Owner.transform.position += RootMotionUtility.ExchangeXZ(dest); // 不需要exchangeXZ
			m_Owner.transform.position += dest;
		}
	}

#endif

}