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path: root/Erika/Assets/Scripts/Unit/Components/UnitAnimation/UnitAction.cs
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#define ANIM_CROSS_FADE
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

/// <summary>
/// 角色动作管理
/// http://unitylore.org/wiki/doku.php?id=l3y0gj 
/// </summary>
[DisallowMultipleComponent]
public class UnitAction : UnitComponent
{
	// 角色的所有动作数据,包括(动画、事件、RM)
	public UnitActionData m_ActionData;

	// 当前动作,和AnimatorState不同,忽略过渡,即时切换
	protected string m_CurrentAction = "Idle";
	public string currentAction
	{
		get
		{
			return m_CurrentAction;
		}
		set
		{
			m_CurrentAction = value;
			m_Dirty = true;
		}
	}

	private bool m_Dirty = true;

    public Animator animator { get { return m_Animator; } }
    protected Animator m_Animator;

    public bool isInTransition
    {
        get
        {
            return m_Animator.IsInTransition(0);
        }
    }

	// 当前动作的AnimationData
	private AnimationData m_CachedAnimationData;
	public AnimationData animationData
	{
		get
		{
			if (m_Dirty)
			{
				m_CachedAnimationData = m_ActionData.GetAnimationData(currentAction);
				m_Dirty = false;
			}
			return m_CachedAnimationData;
		}
	}

	// 当前动作的动画片段
	public AnimationClip animationClip
	{
		get
		{
			if(animationData != null)
			{
				AnimationClip clip = ResourceManager.Instance.LoadAsset<AnimationClip>(animationData.animationPath);
				return clip;
			}
			return null;
		}
	}

	public float playbackNormalizedTime
	{
		get
		{
			AnimatorStateInfo state = stateInfo;
			if (!state.loop && state.normalizedTime > 1)
				return 1;
			return state.normalizedTime % 1f;
		}
	}

	public AnimatorStateInfo stateInfo
	{
		get
		{
			AnimatorStateInfo stateInfo = m_Animator.GetCurrentAnimatorStateInfo(0);
			if (isInTransition) // 过渡中的动作认为当前动作是下一个动作
			{
				stateInfo = m_Animator.GetNextAnimatorStateInfo(0);
			}
			return stateInfo;
		}
	}

	public int stateHash
	{
		get
		{
			return stateInfo.shortNameHash;
		}
	}

	// 并非准确的播放时间,只是逻辑时间,因为动画会加速减速
	public float playbackTimeInSeconds
	{
		get
		{
			return playbackNormalizedTime * animationClip.length;
		}
	}

	TimelineEventProxy m_TimelineEventProxy;

	public float playbackSpeed
	{
		get
		{
			return m_Animator.GetFloat("PlaybackSpeed" + 0);
		}
		set
		{
			float v = Mathf.Clamp(value, 0, 10);
			m_Animator.SetFloat("PlaybackSpeed" + 0, v);
		}
	}

	public override void OnUpdate()
    {
        base.OnUpdate();
		// 执行事件
		m_TimelineEventProxy.ExecuteAnimationEvents(animationData, playbackTimeInSeconds * TimelineEventProxy.FPS);

		// 播放速度控制
		if (/*applySpeedCurve && */animationData != null && animationData.speedCurve != null)
		{
			playbackSpeed = animationData.speedCurve.Evaluate(playbackNormalizedTime);
		}
	}

	public bool IsToggleOpen(EAnimationToogle toggle)
	{
		return animationData.IsToggleOpen(toggle, playbackNormalizedTime);
	}

	public override void Initialize()
	{
		base.Initialize();

	}

	public override void OnPostInitialize()
	{
		base.OnPostInitialize();

		m_TimelineEventProxy = new TimelineEventProxy(this.owner);
		playbackSpeed = 1f;
	}

	/// <summary>
	/// 直接播放动作
	/// </summary>
	/// <param name="animState"></param>
	/// <param name="layerIndex"></param>
	/// <param name="normalizedTime"></param>
	public void Play(string targetAction, float normalizedTime = float.NegativeInfinity)
    {
		currentAction = targetAction;

		m_Animator.Play(targetAction, 0, normalizedTime);
		m_TimelineEventProxy.ResetPrevAnimationData();

		UnitRootMotion rm = m_Owner.GetComponent<UnitRootMotion>();
		if(rm)
		{
			rm.OnAnimationChange();
		}
	}

    /// <summary>
    /// CrossFade
    /// </summary>
    /// <param name="animState"></param>
    /// <param name="normalizedTransitionDuration"></param>
    /// <param name="layerIndex"></param>
    /// <param name="normalizedTimeOffset"></param>
    /// <param name="normalizedTransitionTime"></param>
    public void CrossFade(string targetAction, float normalizedTransitionDuration, float normalizedTimeOffset = float.NegativeInfinity, float normalizedTransitionTime = 0.0f)
	{
		TransitionData transition = m_ActionData.GetTransitionData(currentAction, targetAction);
		if(transition != null)
		{
			if(transition.type == TransitionData.TransitionType.NormalizedTime)
			{
				m_Animator.CrossFade(targetAction, transition.duration, 0, normalizedTimeOffset, normalizedTransitionTime);
			}
			else if(transition.type == TransitionData.TransitionType.FixedTime)
			{
				m_Animator.CrossFadeInFixedTime(targetAction, transition.duration, 0, normalizedTimeOffset, normalizedTransitionTime);
			}
		}
		else
		{
			m_Animator.CrossFade(targetAction, normalizedTransitionDuration, 0, normalizedTimeOffset, normalizedTransitionTime);
		}
		currentAction = targetAction;

		m_TimelineEventProxy.ResetPrevAnimationData();

		UnitRootMotion rm = m_Owner.GetComponent<UnitRootMotion>();
		if (rm)
		{
			rm.OnAnimationChange();
		}
	}

}