/************************************************************************************************************************/ protected override void PlayMove() { // 我们将播放Walk或Run动画. // 我们需要知道哪些动画我们正在尝试播放,哪些是其它的. AnimationClip playAnimation, otherAnimation; if (Input.GetButton("Fire3"))// Left Shift 默认按键 { playAnimation = _Run; otherAnimation = Walk; } else { playAnimation = Walk; otherAnimation = _Run; } // 播放我们想要的那个. var playState = Animancer.Play(playAnimation, 0.25f); // 如果另一个动画仍在淡出,调整它们的归一化时间,以确保它们在播放周期中保持相同的相对进展. var otherState = Animancer.States[otherAnimation]; if (otherState != null && otherState.IsPlaying) { playState.NormalizedTime = otherState.NormalizedTime; } }
/************************************************************************************************************************/ protected override void PlayMove() { // We will play either the Walk or Run animation. // We need to know which animation we are trying to play and which is the other one. AnimationClip playAnimation, otherAnimation; if (Input.GetButton("Fire3"))// Left Shift by default. { playAnimation = _Run; otherAnimation = Walk; } else { playAnimation = Walk; otherAnimation = _Run; } // Play the one we want. var playState = Animancer.Play(playAnimation, 0.25f); // If the other one is still fading out, align their NormalizedTime to ensure they stay at the same // relative progress through their walk cycle. if (Animancer.States.TryGet(otherAnimation, out var otherState) && otherState.IsPlaying) { playState.NormalizedTime = otherState.NormalizedTime; } }