コード例 #1
0
ファイル: Actor.cs プロジェクト: zxycode007/MobaGame
        //获取角色动画参数
        public AnimationControlParamter GetAnimationParamter(string animationName)
        {
            AnimationControlParamter paramter = new AnimationControlParamter();

            AnimationClip[] clips = anim.runtimeAnimatorController.animationClips;
            for (int i = 0; i < clips.Length; i++)
            {
                if (clips[i].name == animationName)
                {
                    if (clips[i].wrapMode == WrapMode.Loop)
                    {
                        paramter.bLoop = true;
                    }
                    else
                    {
                        paramter.bLoop = false;
                    }
                    break;
                }
            }

            UnityEditor.Animations.AnimatorController ac = anim.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
            //获取状态机
            UnityEditor.Animations.AnimatorStateMachine asm = ac.layers[0].stateMachine;
            for (int i = 0; i < asm.states.Length; i++)
            {
                UnityEditor.Animations.ChildAnimatorState cs = asm.states[i];
                if (cs.state.name == animationName)
                {
                    paramter.timeScale = cs.state.speed;
                    break;
                }
            }
            return(paramter);
        }
コード例 #2
0
ファイル: Actor.cs プロジェクト: zxycode007/MobaGame
        //设置角色动画参数
        public void SetAnimationParamter(string animationName, AnimationControlParamter paramter)
        {
            //获取所有动画片段
            AnimationClip[] clips = anim.runtimeAnimatorController.animationClips;
            for (int i = 0; i < clips.Length; i++)
            {
                if (clips[i].name == animationName)
                {
                    if (paramter.bLoop)
                    {
                        clips[i].wrapMode = WrapMode.Loop;
                    }
                    else
                    {
                        clips[i].wrapMode = WrapMode.Default;
                    }
                }
            }

            UnityEditor.Animations.AnimatorController ac = anim.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
            //获取状态机
            UnityEditor.Animations.AnimatorStateMachine asm = ac.layers[0].stateMachine;
            for (int i = 0; i < asm.states.Length; i++)
            {
                UnityEditor.Animations.ChildAnimatorState cs = asm.states[i];
                if (cs.state.name == animationName)
                {
                    cs.state.speed = paramter.timeScale;
                }
            }
        }
コード例 #3
0
ファイル: Actor.cs プロジェクト: zxycode007/MobaGame
        //改变攻击速度
        public void changeAttackSpeed(float aspd)
        {
            attackSpeed = aspd;
            AnimationControlParamter acp = GetAnimationParamter("AttackNormal");

            acp.timeScale = aspd;
            SetAnimationParamter("AttackNormal", acp);
        }
コード例 #4
0
ファイル: Actor.cs プロジェクト: zxycode007/MobaGame
        //改变移动速度
        public void changeSpeed(float spd)
        {
            speed       = spd;
            agent.speed = spd;
            AnimationControlParamter acp = GetAnimationParamter("Run");

            acp.timeScale = speed / defaultData.speed;
            SetAnimationParamter("Run", acp);
        }
コード例 #5
0
        public override void run()
        {
            if (m_caster.GetState() != ActorState.DEAD)
            {
                //这里设置使用当前技能槽的索引,更新状态时会做判断
                if (m_targetUnit != null)
                {
                    m_caster.transform.LookAt(new Vector3(m_targetUnit.transform.position.x, m_caster.transform.position.y, m_targetUnit.transform.position.z));
                    m_caster.agent.SetDestination(m_targetUnit.transform.position);
                }
                else
                {
                    return;
                }
                BaseSkill skill = null;
                m_caster.GetSkill(m_skillIndex, ref skill);
                if (skill == null)
                {
                    return;
                }
                if (skill.attributes.cost > m_caster.mana)
                {
                    Debug.Log(m_caster.creatureName + "魔法值不够!");
                    return;
                }
                m_caster.mana -= skill.attributes.cost;
                m_caster.SetCurUseSkillIndex(m_skillIndex);

                AnimationControlParamter paramter = m_caster.GetAnimationParamter("CastSpell");
                if (paramter != null)
                {
                    float AniTimeLen = m_caster.GetAnimationLength("CastSpell");
                    Debug.Log("施法动作长度" + AniTimeLen);
                    float time = skill.attributes.castTime;
                    if (time < Global.MinCastSpellTime)
                    {
                        time = Global.MinCastSpellTime;
                    }
                    paramter.timeScale = AniTimeLen / time;
                    m_caster.SetAnimationParamter("CastSpell", paramter);
                }
                else
                {
                    Debug.Log("没找到CastSpell动画参数!");
                }
                skill.targetUnit = m_targetUnit.GetComponent <Actor>();
                if (!skill.VerifyAllowType())
                {
                    return;
                }
                skill.CastSkill();
                m_caster.SetState(new CastSpellActorState(m_caster));
            }
            m_isRunning = true;
        }
コード例 #6
0
        public override void run()
        {
            if (m_caster.GetState() != ActorState.DEAD)
            {
                Debug.Log(m_caster.creatureName + "使用了一个无目标的技能");
                BaseSkill skill = null;
                m_caster.GetSkill(m_skillIndex, ref skill);
                if (skill == null)
                {
                    return;
                }
                if (skill.attributes.cost > m_caster.mana)
                {
                    Debug.Log(m_caster.creatureName + "魔法值不够!");
                    return;
                }
                m_caster.mana -= skill.attributes.cost;
                m_caster.SetCurUseSkillIndex(m_skillIndex);

                AnimationControlParamter paramter = m_caster.GetAnimationParamter("CastSpell");
                if (paramter != null)
                {
                    float AniTimeLen = m_caster.GetAnimationLength("CastSpell");
                    Debug.Log("施法动作长度" + AniTimeLen);
                    float time = skill.attributes.castTime;
                    if (time < Global.MinCastSpellTime)
                    {
                        time = Global.MinCastSpellTime;
                    }
                    paramter.timeScale = AniTimeLen / time;
                    m_caster.SetAnimationParamter("CastSpell", paramter);
                }
                else
                {
                    Debug.Log("没找到CastSpell动画参数!");
                }
                if (!skill.VerifyAllowType())
                {
                    return;
                }
                skill.CastSkill();
                m_caster.SetState(new CastSpellActorState(m_caster));
            }
            this.m_isRunning = true;
        }
コード例 #7
0
ファイル: Actor.cs プロジェクト: zxycode007/MobaGame
        // Use this for initialization
        public void Start()
        {
            targetUnit           = null;
            curUseSkillIndex     = -1;
            curSkillSlot         = -1;
            state                = ActorState.IDLE;
            agent.updateRotation = true;
            loadAsset(assetName);
            SetState(new IdleActorState(this));
            //添加事件Handler
            BeginAttackHandler += OnBeginAttack;
            BeDamagedHandler   += OnBeDamaged;
            RemoveBuffHandler  += OnRemoveBuff;
            BeginMoveHandler   += OnBeginMove;
            StopMoveHandler    += OnStopMove;
            UnitDieHandler     += OnDead;
            m_cmdMgr            = new CommandManager();

            defaultAnimationParamters = new Hashtable();
            //将初始的动画参数保存为默认参数,以便修改后好还原
            AnimationClip[] clips = anim.runtimeAnimatorController.animationClips;
            for (int i = 0; i < clips.Length; i++)
            {
                AnimationControlParamter parameter = GetAnimationParamter(clips[i].name);
                defaultAnimationParamters[clips[i].name] = parameter;
            }
            //设置技能
            for (int i = 0; i < skillIDList.Count; i++)
            {
                int skillId = skillIDList[i];
                if (Global.SkillData.ContainsKey(skillId))
                {
                    SetSkill(i, skillId);
                }
            }

            changeSpeed(speed);
        }