/// <summary>
 /// 序列动画播放完成
 /// </summary>
 private void OnPlaySequenceAnimationEnd()
 {
     Debug.Log($"序列动画对象:{gameObject.name}动画播放完成!");
     mAnimState = EAnimState.Ended;
     mOnSequenceAnimEndEvent?.Invoke(this);
     mOnSequenceAnimEndEvent = null;
 }
示例#2
0
 /// <summary>
 /// 开始插值动画
 /// <param name="onlerpanimendcb"/>插值动画结束回调</param>
 /// <param name="onlerpanimbegincb"/>插值动画开始回调</param>
 /// </summary>
 public void StartAnim(Action <TBaseAnimation> onlerpanimendcb = null, Action <TBaseAnimation> onlerpanimbegincb = null)
 {
     if (IsAvalibleToPlay())
     {
         if (mAnimState == EAnimState.Executing)
         {
             Debug.Log("插值动画正在进行中,强制打断重新开始!");
             ForceStopAnim();
         }
         mOnLerpAnimBeginEvent = onlerpanimbegincb;
         mOnLerpAnimEndEvent   = onlerpanimendcb;
         mAnimState            = EAnimState.Executing;
         if (Mathf.Approximately(StartDelayTime, float.Epsilon))
         {
             mAnimCoroutine = StartCoroutine(LerpCoroutine());
         }
         else
         {
             mDelayStartCoroutine = StartCoroutine(DelayStartCoroutine());
         }
     }
     else
     {
         Debug.LogError($"当前脚本:{GetType().Name}或所在对象:{gameObject.name}处于未激活状态,播放失败!");
     }
 }
 /// <summary>
 /// 开始所有动画(强制所有动画重新播放)
 /// <param name="onsequenceanimendcb"/>插值序列动画结束回调</param>
 /// <param name="onsequenceanimbegincb"/>插值序列动画开始回调</param>
 /// </summary>
 public void StartAllAnim(Action <TSequenceAnimation> onsequenceanimendcb = null, Action <TSequenceAnimation> onsequenceanimbegincb = null)
 {
     if (IsAvalibleToPlay())
     {
         if (mAnimState == EAnimState.Executing)
         {
             Debug.Log("序列动画正在进行中,强制打断重新开始!");
             ForceStopAnims();
         }
         mOnSequenceAnimBeginEvent = onsequenceanimbegincb;
         mOnSequenceAnimEndEvent   = onsequenceanimendcb;
         if (SequenceType == ESequenceType.Paral)
         {
             mAnimState = EAnimState.Executing;
             mParalWailtedCompletedAnimationList.Clear();
             for (int i = 0, length = AnimationInfoList.Count; i < length; i++)
             {
                 if (AnimationInfoList[i].ControlAnimation != null)
                 {
                     if (AnimationInfoList[i].ControlAnimation.IsAvalibleToPlay())
                     {
                         mParalWailtedCompletedAnimationList.Add(AnimationInfoList[i].ControlAnimation);
                         AnimationInfoList[i].ControlAnimation?.StartAnim(OnParalAnimationPlayCompleted);
                     }
                     else
                     {
                         Debug.LogWarning($"动画:{AnimationInfoList[i].ControlAnimation.GetType().Name}不符合播放条件,无法通过序列组动画对象:{gameObject.name}并发播放!");
                     }
                 }
                 else
                 {
                     Debug.LogWarning($"序列动画索引:{i}的动画组件为空,无法并发播放!");
                 }
             }
             //没有有效动画的话,直接触发完成
             if (mParalWailtedCompletedAnimationList.Count == 0)
             {
                 OnPlaySequenceAnimationEnd();
             }
         }
         else if (SequenceType == ESequenceType.Linear)
         {
             mAnimState = EAnimState.Executing;
             mLinearPlayAnimationNextIndex = 0;
             PlayNextLinearAnimation();
         }
         else
         {
             Debug.LogError($"不支持的序列动画类型:{SequenceType}");
         }
     }
     else
     {
         Debug.LogError($"当前脚本:{GetType().Name}或所在对象:{gameObject.name}处于未激活状态,播放所有失败!");
     }
 }
示例#4
0
 /// <summary>
 /// 播放跑动画
 /// </summary>
 /// <param name="param"></param>
 public void PlayRun(EAnimRunParam param = EAnimRunParam.Run)
 {
     m_State = EAnimState.Run;
     m_Param = (int)param;
     if (m_Animator == null)
     {
         return;
     }
     m_Animator.SetInteger(AnimParam.State, (int)EAnimState.Run);
     m_Animator.SetInteger(AnimParam.Param, m_Param);
 }
示例#5
0
        /// <summary>
        /// 播放待机动画
        /// </summary>
        /// <param name="param"></param>
        public async CTask PlayIdle(EAnimIdleParam param = EAnimIdleParam.Idle)
        {
            m_State = EAnimState.Idle;
            m_Param = (int)param;
            if (m_Animator == null)
            {
                return;
            }
            m_Animator.SetInteger(AnimParam.State, (int)EAnimState.Idle);
            m_Animator.SetInteger(AnimParam.Param, m_Param);
            if (param != EAnimIdleParam.Idle)
            {
                await CTask.WaitForNextFrame();

                if (m_Animator != null)
                {
                    m_Animator.SetInteger(AnimParam.Param, (int)EAnimIdleParam.Idle);
                }
            }
        }
示例#6
0
        public override void Update(GameTime gameTime)
        {
            vx = 0;
            vy = 0;

            float velocityValue = mSpeed * 60 * (float)gameTime.ElapsedGameTime.TotalSeconds;

            if (Input.GetKey(Keys.W))
            {
                vy       -= velocityValue;
                AnimState = EAnimState.WALK_UP;
            }
            else if (Input.GetKey(Keys.S))
            {
                vy       += velocityValue;
                AnimState = EAnimState.WALK_DOWN;
            }

            if (Input.GetKey(Keys.A))
            {
                vx       -= velocityValue;
                AnimState = EAnimState.WALK_LEFT;
            }
            else if (Input.GetKey(Keys.D))
            {
                vx       += velocityValue;
                AnimState = EAnimState.WALK_RIGHT;
            }

            if (vx == 0 && vy == 0)
            {
                StopAnim();
                CurrentAnimation.CurrentFrame = 0;
            }

            ManageCollision();

            base.Update(gameTime);
        }
示例#7
0
 /// <summary>
 /// 插值动画结束
 /// </summary>
 protected virtual void OnLerpAnimEnd()
 {
     mAnimState = EAnimState.Ended;
     mOnLerpAnimEndEvent?.Invoke(this);
     mOnLerpAnimEndEvent = null;
 }