这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

88 行
2.9 KiB

using System;
using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
using Moment = UOP1.StateMachine.StateAction.SpecificMoment;
/// <summary>
/// Flexible StateActionSO for the StateMachine which allows to set any parameter on the Animator, in any moment of the state (OnStateEnter, OnStateExit, or each OnUpdate).
/// </summary>
[CreateAssetMenu(fileName = "AnimatorParameterAction", menuName = "State Machines/Actions/Set Animator Parameter")]
public class AnimatorParameterActionSO : StateActionSO
{
[SerializeField] private ParameterType _parameterType = default;
[SerializeField] private string _parameterName = default;
[SerializeField] private bool _boolValue = default;
[SerializeField] private int _intValue = default;
[SerializeField] private float _floatValue = default;
[SerializeField] private Moment _whenToRun = default; // Allows this StateActionSO type to be reused for all 3 state moments.
// Bit of a waste to send all three parameters to the StateAction, but it's a small price to pay for a lot of convenience
protected override StateAction CreateAction() => new AnimatorParameterAction(_whenToRun, _parameterName, _parameterType,
_boolValue, _intValue, _floatValue);
public enum ParameterType
{
Bool, Int, Float, Trigger,
}
}
public class AnimatorParameterAction : StateAction
{
//Component references
private Animator _animator;
private int _parameterHash;
private AnimatorParameterActionSO.ParameterType _parameterType;
private bool _boolValue;
private int _intValue;
private float _floatValue;
private SpecificMoment _whenToRun;
public AnimatorParameterAction(SpecificMoment whenToRun, string parameterName,
AnimatorParameterActionSO.ParameterType parameterType,
bool newBoolValue, int newIntValue, float newFloatValue)
{
_whenToRun = whenToRun;
_parameterHash = Animator.StringToHash(parameterName);
_parameterType = parameterType;
_boolValue = newBoolValue;
_intValue = newIntValue;
_floatValue = newFloatValue;
}
public override void Awake(StateMachine stateMachine)
{
_animator = stateMachine.GetComponent<Animator>();
}
public override void OnStateEnter()
{
if(_whenToRun == SpecificMoment.OnStateEnter)
SetParameter();
}
public override void OnStateExit()
{
if (_whenToRun == SpecificMoment.OnStateExit)
SetParameter();
}
private void SetParameter()
{
switch (_parameterType)
{
case AnimatorParameterActionSO.ParameterType.Bool: _animator.SetBool(_parameterHash, _boolValue); break;
case AnimatorParameterActionSO.ParameterType.Int: _animator.SetInteger(_parameterHash, _intValue); break;
case AnimatorParameterActionSO.ParameterType.Float: _animator.SetFloat(_parameterHash, _floatValue); break;
case AnimatorParameterActionSO.ParameterType.Trigger: _animator.SetTrigger(_parameterHash); break;
}
}
public override void OnUpdate() { }
}