/// <summary> /// 进入状态 /// </summary> public override void OnEnter() { //切换跑的状态 CurrAinmator.SetBool(ToAnimatorCondition.ToRun.ToString(), true); //重置转身速度 m_RotateSpeed = 0; }
/// <summary> /// 执行状态(每帧执行) /// </summary> public override void OnUpdate() { CurrAnimatorStateInfo = CurrAinmator.GetCurrentAnimatorStateInfo(0); //给每个动画一个设置一个状态CurState,因为在动画控制器里使用的是AnyState进行动画的切换,所以需要判断当前动画是否就是要切换的动画,如果不是才切换,是的话就不切换了,否则AnyState会不停的自己切换到自己 if (CurrAnimatorStateInfo.IsName(RoleAnimatorName.Run.ToString())) { CurrAinmator.SetInteger(ToAnimatorCondition.CurState.ToString(), (int)RoleStateType.Run); } else { CurrAinmator.SetInteger(ToAnimatorCondition.CurState.ToString(), 0); } //当前位置(忽略Y轴) Vector3 temPos1 = new Vector3(RoleFSMMgr.RoleCtrl.transform.position.x, 0, RoleFSMMgr.RoleCtrl.transform.position.z); //目标位置(忽略Y轴) Vector3 temPos2 = new Vector3(RoleFSMMgr.RoleCtrl.TargetPos.x, 0, RoleFSMMgr.RoleCtrl.TargetPos.z); if (Vector3.Distance(temPos1, temPos2) > 0.1f) { Vector3 direction = RoleFSMMgr.RoleCtrl.TargetPos - RoleFSMMgr.RoleCtrl.transform.position; direction = direction.normalized; direction = direction * Time.deltaTime * RoleFSMMgr.RoleCtrl.Speed; //我们只在XZ轴上移动 direction.y = 0; //使得主角移动的时候朝向时朝着鼠标点击的方向,这里不能直接使用m_TargetPos,因为m_TargetPos.y是向地里面去的,所以直接使用m_TargetPos人物会不停的向下栽跟头 //transform.LookAt(new Vector3(m_TargetPos.x,transform.position.y,m_TargetPos.z)); //上面的操作虽然实现了转身,但是转身时瞬间的,下面时缓慢转身的实现 if (m_RotateSpeed <= 1) { //速度递增 m_RotateSpeed += 5.0f * Time.deltaTime; //目标转身四元数 m_TargetQuaterion = Quaternion.LookRotation(direction); //进行插值转身操作,实现缓慢转身 RoleFSMMgr.RoleCtrl.transform.rotation = Quaternion.Lerp(RoleFSMMgr.RoleCtrl.transform.rotation, m_TargetQuaterion, m_RotateSpeed); if (Quaternion.Angle(RoleFSMMgr.RoleCtrl.transform.rotation, m_TargetQuaterion) < 1) { m_RotateSpeed = 0; } } RoleFSMMgr.RoleCtrl.CharacterCtrl.Move(direction); } else { //走到目的地就停下来 RoleFSMMgr.RoleCtrl.ToIdle(); } }
/// <summary> /// 进入状态 /// </summary> public override void OnEnter() { //切换攻击动画 CurrAinmator.SetInteger(ToAnimatorCondition.ToPhyAttack.ToString(), 1); //攻击敌人的时候应该面向敌人 if (RoleFSMMgr.RoleCtrl.LockEnemy != null) { RoleFSMMgr.RoleCtrl.transform.LookAt(new Vector3(RoleFSMMgr.RoleCtrl.LockEnemy.transform.position.x, RoleFSMMgr.RoleCtrl.transform.position.y, RoleFSMMgr.RoleCtrl.LockEnemy.transform.position.z)); } }
/// <summary> /// 执行状态(每帧执行) /// </summary> public override void OnUpdate() { CurrAnimatorStateInfo = CurrAinmator.GetCurrentAnimatorStateInfo(0); //给每个动画一个设置一个状态CurState,因为在动画控制器里使用的是AnyState进行动画的切换,所以需要判断当前动画是否就是要切换的动画,如果不是才切换,是的话就不切换了,否则AnyState会不停的自己切换到自己 if (CurrAnimatorStateInfo.IsName(RoleAnimatorName.Idle_Fight.ToString())) { CurrAinmator.SetInteger(ToAnimatorCondition.CurState.ToString(), (int)RoleStateType.Idle); } else { CurrAinmator.SetInteger(ToAnimatorCondition.CurState.ToString(), 0); } }
/// <summary> /// 执行状态(每帧执行) /// </summary> public override void OnUpdate() { CurrAnimatorStateInfo = CurrAinmator.GetCurrentAnimatorStateInfo(0); //给每个动画一个设置一个状态CurState,因为在动画控制器里使用的是AnyState进行动画的切换,所以需要判断当前动画是否就是要切换的动画,如果不是才切换,是的话就不切换了,否则AnyState会不停的自己切换到自己 if (CurrAnimatorStateInfo.IsName(RoleAnimatorName.Die.ToString())) { CurrAinmator.SetInteger(ToAnimatorCondition.CurState.ToString(), (int)RoleStateType.Die); if (CurrAnimatorStateInfo.normalizedTime > 1.0f) { if (RoleFSMMgr.RoleCtrl.OnDie != null) { RoleFSMMgr.RoleCtrl.OnDie(RoleFSMMgr.RoleCtrl); } } } }
/// <summary> /// 执行状态(每帧执行) /// </summary> public override void OnUpdate() { CurrAnimatorStateInfo = CurrAinmator.GetCurrentAnimatorStateInfo(0); //给每个动画一个设置一个状态CurState,因为在动画控制器里使用的是AnyState进行动画的切换,所以需要判断当前动画是否就是要切换的动画,如果不是才切换,是的话就不切换了,否则AnyState会不停的自己切换到自己 if (CurrAnimatorStateInfo.IsName(RoleAnimatorName.PhyAttack1.ToString())) { CurrAinmator.SetInteger(ToAnimatorCondition.CurState.ToString(), (int)RoleStateType.Attack); if (CurrAnimatorStateInfo.normalizedTime > 1.0f) { RoleFSMMgr.RoleCtrl.ToIdle(); } } else//攻击完成后需要将CurState字段重置 { CurrAinmator.SetInteger(ToAnimatorCondition.CurState.ToString(), 0); } }
/// <summary> /// 离开状态 /// </summary> public override void OnLeave() { CurrAinmator.SetBool(ToAnimatorCondition.ToDie.ToString(), false); }
/// <summary> /// 进入状态 /// </summary> public override void OnEnter() { //切换死亡状态 CurrAinmator.SetBool(ToAnimatorCondition.ToDie.ToString(), true); }
/// <summary> /// 离开状态 /// </summary> public override void OnLeave() { //离开待机状态将待机状态的条件设置为false CurrAinmator.SetBool(ToAnimatorCondition.ToIdleFight.ToString(), false); }
/// <summary> /// 进入状态 /// </summary> public override void OnEnter() { //切换待机动画 CurrAinmator.SetBool(ToAnimatorCondition.ToIdleFight.ToString(), true); }
/// <summary> /// 离开状态 /// </summary> public override void OnLeave() { CurrAinmator.SetInteger(ToAnimatorCondition.ToPhyAttack.ToString(), 0); }