Unity战斗框架 动画驱动的角色连击系统

Unity战斗框架 动画驱动的角色连击系统


在这里插入图片描述

功能

  1. 利用动态添加动画事件,驱动技能相关的释放
  2. 点击J进行攻击释放
  3. 每次点击需要在下一段攻击时才会生效

实现

技能信息类

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

public class SkillItemInfo
{
    public int SkillListId;

    public string SkillActionName;

    public string ActionParamsName;

    public int Index;

    public SkillItemInfo(int skillListId, string skillActionName,string actionParamsName,int index)
    {
        SkillListId = skillListId;
        SkillActionName = skillActionName;
        ActionParamsName = actionParamsName;
        Index = index;
    }
}

角色控制类

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

public class CharacterCtrl : MonoBehaviour {
    public Animator anim;
    /// <summary>技能间隔已过去的时间</summary>
    public float time;
    /// <summary>技能之间的间隔</summary>
    public float WaitTime = 0.15f;
    /// <summary>敲击数</summary>
    public int HitCount;

    Dictionary<float, List<SkillItemInfo>> SkillList = new Dictionary<float, List<SkillItemInfo>>() { { 1,new List<SkillItemInfo>() {
                                                                                                            new SkillItemInfo(1,"G_LP","Attack 1",0) ,
                                                                                                            new SkillItemInfo(1,"G_RP","Attack 2",1) ,
                                                                                                            new SkillItemInfo(1,"G_SpinJRK","Attack 3",2) ,
                                                                                                       } } };
    AnimationEvent curEventData;
    void Start () {
        AnimationClip[] infos = anim.runtimeAnimatorController.animationClips;
        WaitTime = infos[0].length;
        for (int i = 0; i < infos.Length; i++)
        {
            Debug.Log(infos[i].name);
            int index=-1;
            for (int j   = 0; j < SkillList[1].Count; j++)
            {
                if(SkillList[1][j].SkillActionName== infos[i].name)
                {
                    index = j;
                }
            }
            AnimationEvent animationEndEvent= new AnimationEvent();
            animationEndEvent.functionName = "OnAnimationEnd";
            animationEndEvent.time = infos[i].length;
            animationEndEvent.floatParameter = 1;
            animationEndEvent.stringParameter = infos[i].name;
            animationEndEvent.intParameter = index;
            infos[i].AddEvent(animationEndEvent);

            AnimationEvent animationStartEvent = new AnimationEvent();
            animationStartEvent.functionName = "OnAnimationStart";
            animationStartEvent.time = 0;
            animationStartEvent.floatParameter = 1;
            animationStartEvent.stringParameter = infos[i].name;
            animationStartEvent.intParameter = index;
            infos[i].AddEvent(animationStartEvent);
        }
        
    }
	
	void Update () {
        time += Time.deltaTime;
        if (time>= WaitTime)
        {
            time = 0;
        }
        else
        {
            if (Input.GetKeyDown(KeyCode.J))
            {
                HitCount++;
            }
        }

        if (HitCount > 0)
        {
            foreach (var item in SkillList)
            {
                anim.SetBool(item.Value[0].ActionParamsName, true);
            }
        }
    }

    public void OnAnimatorMove()
    {
        float SkillId = curEventData.floatParameter;
        int skillIndex = curEventData.intParameter;
        if (SkillList.ContainsKey(SkillId) && skillIndex != -1)
        {
            List<SkillItemInfo> skillItems = SkillList[SkillId];
            if (skillIndex == skillItems.Count - 1)
            {
                HitCount = 0;
            }
            if (HitCount != 0)
            {
                if (!string.IsNullOrEmpty(skillItems[skillIndex + 1].ActionParamsName))
                {
                    anim.SetBool(skillItems[skillIndex + 1].ActionParamsName, true);
                }
            }
            else
            {
                for (int i = 0; i <= skillIndex; i++)
                {
                    if (!string.IsNullOrEmpty(skillItems[i].ActionParamsName))
                    {
                        anim.SetBool(skillItems[i].ActionParamsName, false);
                    }
                }
            }
        }
    }
    public void OnAnimationStart(AnimationEvent data)
    {
        HitCount = 0;
        WaitTime = data.animatorClipInfo.clip.length;
        curEventData = data;
    }

    public void OnAnimationEnd(AnimationEvent data)
    {
        
    }
}


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