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Unity3D之Mecanim动画系统学习笔记(六):使用脚本控制动画

2015-09-22 18:07 686 查看

控制人物动画播放

这里我重新弄了一个简单的场景和新的Animator Controller来作为示例。

下面先看看Animator Controller的配置:



人物在站立状态只能进入走路,走路只能进入奔跑或返回站立,奔跑只能进入跳跃或返回走路,跳跃则只能返回奔跑。

参数方面为两个参数:

Float类型的moveSpeed;

Trigger类型的Jump;

连线直接的转换条件为:moveSpeed大于0.1进入走路,走路moveSpeed大于0.9进入奔跑小于0.1返回站立,奔跑moveSpeed小于0.9返回走路,Jump被触发则进入跳跃;

为人物添加Animator组件并绑定上面的Animator Controller文件,同时绑定下面的脚本:

using UnityEngine;
using System.Collections;

public class TestAnim : MonoBehaviour
{
//将名称转换为哈希值可以提高索引的速度
private int moveSpeed = Animator.StringToHash("moveSpeed");
private int jump = Animator.StringToHash("Jump");
private int runState = Animator.StringToHash("Base Layer.Run");

private Animator _animator;

void Start()
{
_animator = this.GetComponent<Animator>();
}

void Update()
{
float speed = Input.GetAxis("Vertical");
_animator.SetFloat(moveSpeed, speed);

//获取动画的当前状态
AnimatorStateInfo info = _animator.GetCurrentAnimatorStateInfo(0);
//跳跃除了要按下空格键外, 还需要处于奔跑状态才行, 否则按下空格键时就会标记 Jump, 一进入奔跑就马上跳跃
if(Input.GetKeyDown(KeyCode.Space) && info.fullPathHash == runState)
{
_animator.SetTrigger(jump);
}
}
}


State Machine Behavior

在Unity5.0中,我们可以给Animator Controller中的每个State添加脚本了,类似于专门用于GameObject的MonoBehavior,State可以添加State Machine Behavior,我们打开任意的Animator Controller,就可以在Inspector窗口发现添加脚本的按钮:



除了State外,我们还可以在层上添加,层可以看做包含了整个State的一个大State:



我们可以添加一个脚本看看,下面是我添加了注释的State Machine Behavior脚本的标准形式:

using UnityEngine;
using System.Collections;

public class StateScript : StateMachineBehaviour
{
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
//进入当前状态时会被调用
}

// OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
//进入当前状态的每帧会被调用
}

// OnStateExit is called before OnStateExit is called on any state inside this state machine
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
//退出当前状态时会被调用
}

// OnStateMove is called before OnStateMove is called on any state inside this state machine
override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
}

// OnStateIK is called before OnStateIK is called on any state inside this state machine
override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
}

// OnStateMachineEnter is called when entering a statemachine via its Entry Node
override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
{
}

// OnStateMachineExit is called when exiting a statemachine via its Exit Node
override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)
{
}
}


通过使用State Machine Behaviour我们可以更加方便的在特定的时间点触发一些我们需要的事件,但是需要注意的是,我们一般给State Machine Behaviour赋值一些场景的对象不是直接在Inspector面板里拖拽而是通过Animator的GetBehavior方法获取到指定的State Machine Behaviour的实例后通过脚本进行赋值的。
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