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Unity3D之Mecanim动画系统学习笔记(六):使用脚本控制动画

时间:2017-08-11 12:13:02      阅读:256      评论:0      收藏:0      [点我收藏+]

标签:空格   ide   mono   状态   states   nim   配置   r文件   keycode   

控制人物动画播放

这里我重新弄了一个简单的场景和新的Animator Controller来作为示例。

下面先看看Animator Controller的配置:

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人物在站立状态只能进入走路,走路只能进入奔跑或返回站立,奔跑只能进入跳跃或返回走路,跳跃则只能返回奔跑。

参数方面为两个参数:

  • Float类型的moveSpeed;
  • Trigger类型的Jump;

连线直接的转换条件为:moveSpeed大于0.1进入走路,走路moveSpeed大于0.9进入奔跑小于0.1返回站立,奔跑moveSpeed小于0.9返回走路,Jump被触发则进入跳跃;

为人物添加Animator组件并绑定上面的Animator Controller文件,同时绑定下面的脚本:

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 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class TestAnim : MonoBehaviour
 5 {
 6     //将名称转换为哈希值可以提高索引的速度
 7     private int moveSpeed = Animator.StringToHash("moveSpeed");
 8     private int jump = Animator.StringToHash("Jump");
 9     private int runState = Animator.StringToHash("Base Layer.Run");
10 
11     private Animator _animator;
12 
13     void Start()
14     {
15         _animator = this.GetComponent<Animator>();
16     }
17     
18     void Update()
19     {
20         float speed = Input.GetAxis("Vertical");
21         _animator.SetFloat(moveSpeed, speed);
22 
23         //获取动画的当前状态
24         AnimatorStateInfo info = _animator.GetCurrentAnimatorStateInfo(0);
25         //跳跃除了要按下空格键外, 还需要处于奔跑状态才行, 否则按下空格键时就会标记 Jump, 一进入奔跑就马上跳跃
26         if(Input.GetKeyDown(KeyCode.Space) && info.fullPathHash == runState)
27         {
28             _animator.SetTrigger(jump);
29         }
30     }
31 }
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State Machine Behavior

在Unity5.0中,我们可以给Animator Controller中的每个State添加脚本了,类似于专门用于GameObject的MonoBehavior,State可以添加State Machine Behavior,我们打开任意的Animator Controller,就可以在Inspector窗口发现添加脚本的按钮:

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除了State外,我们还可以在层上添加,层可以看做包含了整个State的一个大State:

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我们可以添加一个脚本看看,下面是我添加了注释的State Machine Behavior脚本的标准形式:

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 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class StateScript : StateMachineBehaviour
 5 {
 6     // OnStateEnter is called before OnStateEnter is called on any state inside this state machine
 7     override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 8     {
 9         //进入当前状态时会被调用
10     }
11 
12     // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
13     override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
14     {
15         //进入当前状态的每帧会被调用
16     }
17 
18     // OnStateExit is called before OnStateExit is called on any state inside this state machine
19     override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
20     {
21         //退出当前状态时会被调用
22     }
23 
24     // OnStateMove is called before OnStateMove is called on any state inside this state machine
25     override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
26     {
27     }
28 
29     // OnStateIK is called before OnStateIK is called on any state inside this state machine
30     override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
31     {
32     }
33 
34     // OnStateMachineEnter is called when entering a statemachine via its Entry Node
35     override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
36     {
37     }
38 
39     // OnStateMachineExit is called when exiting a statemachine via its Exit Node
40     override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)
41     {
42     }
43 }
技术分享

通过使用State Machine Behaviour我们可以更加方便的在特定的时间点触发一些我们需要的事件,但是需要注意的是,我们一般给State Machine Behaviour赋值一些场景的对象不是直接在Inspector面板里拖拽而是通过Animator的GetBehavior方法获取到指定的State Machine Behaviour的实例后通过脚本进行赋值的。

Unity3D之Mecanim动画系统学习笔记(六):使用脚本控制动画

标签:空格   ide   mono   状态   states   nim   配置   r文件   keycode   

原文地址:http://www.cnblogs.com/lancidie/p/7345141.html

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