[Unity学习随笔4/28] 解决trigger触发累积的方法

快速触发两次trigger, 人物会跳两次

为当前状态机添加脚本

ClearAtEnter:在进入当前状态的时候就需要砍掉的信号,如这里的jump

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

public class FSMClearSignals : StateMachineBehaviour
{
    public string[] clearAtEnter;
    public string[] clearAtExit;
    // 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)
    {
        foreach (var signal in clearAtEnter)
        {
            animator.ResetTrigger(signal);
        }
    }

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    
    //}

    // 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)
    {
        foreach (var signal in clearAtExit)
        {
            animator.ResetTrigger(signal);
        }
    }

    // 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)
    //}
}

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