最简单Unity 连招入门--只有20行代码

https://www.bilibili.com/video/BV1EY4y1Y7Rq?spm_id_from=333.999.0.0

涉及 4个脚本,4段动画(Idle,Attack One,AttackTwo,AttackThree),三个trigger

三个trigger 命名为AttackOne,AttackTwo,AttackThree

AttackOne 是在  idle 到  AttackOne之间

AttackTwo 是在   Transition One 到  Attack Two之间

AttackThree 是在 Transition Two 到Attack three

注意 Transition one 是第一段攻击动画的后半段,Attack one 是整个动画的前半段,其实是一个动画分两段,需要从外面拖两次进来不同命名,调整时间。

同上,Transition Two 和 Attack Two同样原理

如下图所示

 

 

4个脚本

为如下,其中comboMainControl挂到你的角色上

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class comboMainControl : MonoBehaviour
{
    public static comboMainControl instance;

    public void Awake()
    {
        instance = this;
    }
    public bool inputRecieved;
   
    private void Update()
    {    
        Attack();
    }
    public void Attack()
    {
        if (Input.GetKeyDown(KeyCode.K))
        {
            inputRecieved = true;
        }
        else
        {
            inputRecieved = false;
        }
    }
}

动画控制器里 单击Idle后 在右面add component 可以添加如下脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class idleBehaviour : 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 (comboMainControl.instance.inputRecieved)
        {
          //  Debug.Log("first trigger");
            animator.SetTrigger("AttackOne");
           
            
        }
    }

    // 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)
    //}
}

动画控制器里 单击ITransition One后 在右面add component 可以添加如下脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class transitionOne : 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 (comboMainControl.instance.inputRecieved)
        {
            animator.SetTrigger("AttackTwo");
            
          
        
        }
    }

    // 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)
    //}
}

动画控制器里 单击ITransition Two后 在右面add component 可以添加如下脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class transitionTwo : 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 (comboMainControl.instance.inputRecieved)
        {
            animator.SetTrigger("AttackThree");
            
           
           

        }
    }

    // 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)
    //}
}

一律无脑替换

你就可以流畅的出连招了

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