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();
//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。