示例#1
0
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        /*AnimatorClipInfo[] _arrClipInfos = animator.GetCurrentAnimatorClipInfo(layerIndex);
         * AnimatorClipInfo c = _arrClipInfos[0];
         * slipName = c.clip.name;*/
        //Debug.Log("animator.name : " + animator.name + "   c.clip.name  " + c.clip.name + "   stateInfo.length :" + stateInfo.length +  "  nameHash " + (Animator.StringToHash(c.clip.name) == stateInfo.shortNameHash));
        //if (stateInfo.length > 0)
        //{

        /*AnimationClip _clip = new AnimationClip();
         * AnimationEvent _event = new AnimationEvent();
         * _event.functionName = "OnClipEvent";
         * _event.intParameter = 1;
         * _event.time = 0.6f;
         * _clip.AddEvent(_event);*/

        /*MyStateMachineBehaviour  myState = animator.GetBehaviour<MyStateMachineBehaviour>();
         * Debug.Log("-----------------------" + myState._name);*/
        //}
        _enity     = animator.transform.GetComponentInParent <EnityBind>().Owner;
        _enityData = _enity.GetProperty("enityData") as EnityData;
        _enity.SetProperty("onStateEnter", stateInfo);
        DataEventSource.Instance.DispatcherEvent("onStateEnter", stateInfo);
        _isEnd  = false;
        _isLock = AnimatorManager.Instance.IsLock(stateInfo.shortNameHash);
        if (_isLock)
        {
            IsLock = _isLock;
        }
        GameInput.Log(" state enter >>>>>>>>>>>>>>>>>>>>>>>>>  " + AnimatorManager.Instance.HashToString(stateInfo.shortNameHash));
    }
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        /*AnimatorClipInfo[] _arrClipInfos = animator.GetCurrentAnimatorClipInfo(layerIndex);
        AnimatorClipInfo c = _arrClipInfos[0];
        slipName = c.clip.name;*/
        //Debug.Log("animator.name : " + animator.name + "   c.clip.name  " + c.clip.name + "   stateInfo.length :" + stateInfo.length +  "  nameHash " + (Animator.StringToHash(c.clip.name) == stateInfo.shortNameHash));
        //if (stateInfo.length > 0)
        //{
        /*AnimationClip _clip = new AnimationClip();
        AnimationEvent _event = new AnimationEvent();
        _event.functionName = "OnClipEvent";
        _event.intParameter = 1;
        _event.time = 0.6f;
        _clip.AddEvent(_event);*/

        /*MyStateMachineBehaviour  myState = animator.GetBehaviour<MyStateMachineBehaviour>();
        Debug.Log("-----------------------" + myState._name);*/
        //}
        _enity = animator.transform.GetComponentInParent<EnityBind>().Owner;
        _enityData = _enity.GetProperty("enityData") as EnityData;
        _enity.SetProperty("onStateEnter",stateInfo);
        DataEventSource.Instance.DispatcherEvent("onStateEnter", stateInfo);
        _isEnd = false;
        _isLock = AnimatorManager.Instance.IsLock(stateInfo.shortNameHash);
        if (_isLock)
        {
            IsLock = _isLock;
        }
        GameInput.Log(" state enter >>>>>>>>>>>>>>>>>>>>>>>>>  " + AnimatorManager.Instance.HashToString(stateInfo.shortNameHash));
    }
示例#3
0
 public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
 {
     //DataEventSource.Instance.DispatcherEvent("onStateEnter", stateInfo);
     _enity     = animator.transform.GetComponentInParent <EnityBind>().Owner;
     _enityData = _enity.GetProperty("enityData") as EnityData;
     _isEnd     = false;
     _isLock    = AnimatorManager.Instance.IsLock(stateInfo.shortNameHash);
     if (_isLock)
     {
         IsLock = _isLock;
     }
 }
 public override void OnStateEnter(UnityEngine.Animator animator, UnityEngine.AnimatorStateInfo stateInfo, int layerIndex)
 {
     //DataEventSource.Instance.DispatcherEvent("onStateEnter", stateInfo);
     _enity = animator.transform.GetComponentInParent<EnityBind>().Owner;
     _enityData = _enity.GetProperty("enityData") as EnityData;
     _isEnd = false;
     _isLock = AnimatorManager.Instance.IsLock(stateInfo.shortNameHash);
     if (_isLock)
     {
         IsLock = _isLock;
     }
 }