Animation Rigging 包可以在运行时为动画骨架启用程序化的运动,该示例项目演示了设置的工作流程步骤。
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ClipSelector : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (Input.GetKeyDown(KeyCode.RightArrow))
{
animator.SetTrigger("NextClip");
}
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
animator.SetTrigger("PreviousClip");
}
if (Input.GetKeyDown(KeyCode.UpArrow))
{
animator.SetTrigger("Walk");
}
if (Input.GetKeyDown(KeyCode.DownArrow))
{
animator.SetTrigger("Lunge");
}
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}