/// <summary> /// 计算能否拿到资源 /// </summary> /// <param name="s"></param> /// <returns></returns> private bool CheckAsset(aState state) { foreach (var item in state.MustAsset) { if (AvatarAsset[item].Locked && AvatarAsset[item].User != state) { return(false); } } return(true); }
/// <summary> /// 分层播放,如果那一层的骨骼使用者是当前状态,则当前状态能播放状态,否则忽略 /// </summary> /// <param name="aState"></param> /// <param name="time">时间的调整</param> /// <returns></returns> public float Play(aState aState, float? time = null) { ///获取将要播放状态的时间 /// 根据时间进行调整4个参数 float normalizedTime = time ?? 0; AnimatorController.CrossFade(aState.HashName, 0.2f, 0, normalizedTime); return normalizedTime; }
public void AddState(aState state) { statedic[state.HashName] = state; }
/// <summary> /// 计算能否拿到资源 /// </summary> /// <param name="s"></param> /// <returns></returns> private bool CheckAsset(aState state) { foreach (var item in state.MustAsset) { if (AvatarAsset[item].Locked && AvatarAsset[item].User != state) { return false; } } return true; }