unity 自己写的动画事件工具类

最近使用动画时,需要在播放动画时调用函数,于是想了想便自己实现一个动画的事件工具类,废话不多说了 直接上代码:

/****************************************************
    文件:GAnimationCtrl.cs
	作者:GHY
    邮箱: 851267723@qq.com
    日期:2019/2/23 16:55:57
	功能:动画控制器
*****************************************************/

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

public class GAnimationCtrl<T>
{
    private Dictionary<AnimationClip, GAnimationEvent<T>> animDic = new Dictionary<AnimationClip, GAnimationEvent<T>>();
    public Animation animation;
    public bool IsRun { get; set; }
    public float Rate { get; private set; }

    public GAnimationCtrl(Animation animation, float rate = 0.1f)
    {
        if (animation == null) 
        {
            throw new NullReferenceException();
        }
        this.animation = animation;
        this.Rate = rate;
        IsRun = false;
        if (!GServiceManager.isExist)
        {
            GameObject go = new GameObject("GServiceManager");
            go.AddComponent<GServiceManager>().Init();
        }
    }

    public void RegisterEvent(AnimationClip clip, GAnimationEvent<T> animEvent)
    {
        GAnimationEvent<T> evt = null;
        if (animDic.TryGetValue(clip, out evt))
        {
            if (animEvent != null)
            {
                evt.beginEvt = animEvent.beginEvt;
                evt.runEvt = animEvent.runEvt;
                evt.endEvt = animEvent.endEvt;
            }
        }
        else
        {
            evt = new GAnimationEvent<T>();
            if (animEvent != null)
            {
                evt.beginEvt = animEvent.beginEvt;
                evt.runEvt = animEvent.runEvt;
                evt.endEvt = animEvent.endEvt;
                evt.beginParm = animEvent.beginParm;
                evt.runParm = animEvent.runParm;
                evt.endParm = animEvent.endParm;
            }
            animDic.Add(clip, evt);
        }
    }
    public void RemoveEvent(AnimationClip clip)
    {
        animDic.Remove(clip);
    }
    public void RemoveEvent(AnimationClip clip, GEventType type)
    {
        GAnimationEvent<T> evt = null;
        if (animDic.TryGetValue(clip, out evt))
        {
            switch (type)
            {
                case GEventType.Begin:
                    evt.beginEvt = null;
                    evt.beginParm = default(T);
                    break;
                case GEventType.Run:
                    evt.runEvt = null;
                    evt.runParm = default(T);
                    break;
                case GEventType.End:
                    evt.endEvt = null;
                    evt.endParm = default(T);
                    break;
            }
        }

    }

    public GAnimationEvent<T> GetCurrentEvent()
    {
        AnimationClip clip = animation.clip;
        GAnimationEvent<T> evt = null;
        if (clip != null && animation.isPlaying) 
        {
            animDic.TryGetValue(clip, out evt);
        }
        return evt;
    }

}

/****************************************************
    文件:GAnimatorCtrl.cs
	作者:GHY
    邮箱: 851267723@qq.com
    日期:2019/2/23 16:55:57
	功能:动画状态机控制器
*****************************************************/

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

public class GAnimatorCtrl<T> 
{
    private Dictionary<GAnimatorInfo, GAnimationEvent<T>> animDic = new Dictionary<GAnimatorInfo, GAnimationEvent<T>>();
    private Dictionary<string, GAnimatorInfo> infoDic = new Dictionary<string, GAnimatorInfo>();
    private Animator animator;
    public bool IsRun { get; set; }
    public float Rate { get; private set; }

    public GAnimatorCtrl(Animator animator, float rate = 0.1f)
    {
        if (animator == null)
        {
            throw new NullReferenceException();
        }
        this.animator = animator;
        this.Rate = rate;
        IsRun = false;
        if (!GServiceManager.isExist)
        {
            GameObject go = new GameObject("GServiceManager");
            go.AddComponent<GServiceManager>().Init();
        }
    }

    public void RegisterEvent(GAnimatorInfo info,GAnimationEvent<T> evt)
    {
        GAnimationEvent<T> evt1 = new GAnimationEvent<T>();
        if (!animDic.ContainsKey(info))
        {
            if (evt != null && info.state != GAnimatorState.None)
            {
                evt1.beginEvt = evt.beginEvt;
                evt1.runEvt = evt.runEvt;
                evt1.endEvt = evt.endEvt;
                evt1.beginParm = evt.beginParm;
                evt1.runParm = evt.runParm;
                evt1.endParm = evt.endParm;
                animDic.Add(info, evt);
                infoDic.Add(info.name, info);
            }
        }
    }
    public void RemoveState(GAnimatorInfo info)
    {
        animDic.Remove(info);
        infoDic.Remove(info.name);
    }
    public void RemoveEvent(GAnimatorInfo info, GEventType type)
    {
        GAnimationEvent<T> evt = null;
        if(animDic.TryGetValue(info, out evt))
        {
            switch (type)
            {
                case GEventType.Begin:
                    evt.beginEvt = null;
                    evt.beginParm = default(T);
                    break;
                case GEventType.Run:
                    evt.runEvt = null;
                    evt.runParm = default(T);
                    break;
                case GEventType.End:
                    evt.endEvt = null;
                    evt.endParm = default(T);
                    break;
            }
        }
    }

    public GAnimationEvent<T> GetCurrentEvent()
    {
        AnimatorClipInfo[] clips = animator.GetCurrentAnimatorClipInfo(0);
        if (clips.Length > 0)
        {
            string name = clips[0].clip.name;
            GAnimationEvent<T> evt = null;
            GAnimatorInfo info = null; ;
            infoDic.TryGetValue(name, out info);
            if (info != null) animDic.TryGetValue(info, out evt);
            return evt;
        }
        return null;
    }

}



/****************************************************
    文件:GServiceHelp.cs
	作者:GHY
    邮箱: 851267723@qq.com
    日期:2019/2/23 16:55:57
	功能:服务管理
*****************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;

public class GServiceManager : MonoBehaviour 
{
    public static GServiceManager instance { get; private set; }
    public static bool isExist = false;

    public void Init()
    {
        DontDestroyOnLoad(this);
        instance = this;
        isExist = true;
    }

    public static void StartSvc<T>(GAnimatorCtrl<T> ctrl)
    {
        if (ctrl != null && ctrl.IsRun == false)
        {
            ctrl.IsRun = true;
            instance.StartCoroutine(instance.Run(ctrl));
        }
    }
    public static void StartSvc<T>(GAnimationCtrl<T> ctrl)
    {
        if (ctrl != null && ctrl.IsRun == false) 
        {
            ctrl.IsRun = true;
            instance.StartCoroutine(instance.Run(ctrl));
        }
    }

    public static void StopSvc<T>(GAnimatorCtrl<T> ctrl)
    {
        if (ctrl != null && ctrl.IsRun == true)
        {
            ctrl.IsRun = false;
        }
    }
    public static void StopSvc<T>(GAnimationCtrl<T> ctrl)
    {
        if (ctrl != null && ctrl.IsRun == true)
        {
            ctrl.IsRun = false;
        }
    }

    private IEnumerator Run<T>(GAnimatorCtrl<T> ctrl)
    {
        GAnimationEvent<T> current = ctrl.GetCurrentEvent();
        if (current != null) current.BeginEvtCall();
        while (true)
        {
            GAnimationEvent<T> current1 = ctrl.GetCurrentEvent();
            if (current1 != current)
            {
                if (current != null)
                {
                    current.EndEvtCall();
                }
                if (current1 != null) {
                    current1.BeginEvtCall();
                }
                current = current1;
            }
            if (current1 != null)
            {
                current1.RunEvtCall();
            }
            if (ctrl.IsRun == false) yield break;
            yield return new WaitForSeconds(ctrl.Rate);
        }
    }
    private IEnumerator Run<T>(GAnimationCtrl<T> ctrl)
    {
        GAnimationEvent<T> current = ctrl.GetCurrentEvent();
        if (current != null) current.BeginEvtCall();
        while (true)
        {
            GAnimationEvent<T> current1 = ctrl.GetCurrentEvent();
            if (current1 != current)
            {
                if (current != null)
                {
                    current.EndEvtCall();
                }
                if (current1 != null)
                {
                    current1.BeginEvtCall();
                }
                current = current1;
            }
            if (current1 != null)
            {
                current1.RunEvtCall();
            }
            if (ctrl.IsRun == false) yield break;
            yield return new WaitForSeconds(ctrl.Rate);
        }
    }

}
/****************************************************
    文件:GServiceHelp.cs
	作者:GHY
    邮箱: 851267723@qq.com
    日期:2019/2/23 16:55:57
	功能:数据帮助定义处
*****************************************************/

using System;

public enum GEventType
{
    Begin,
    Run,
    End
}

public class GAnimatorInfo
{
    public string name;
    public GAnimatorState state;
}

public enum GAnimatorState
{
    None,
    Idle,
    Walk,
    Run
}

public class GAnimationEvent<T>
{
    public Action<T> beginEvt;
    public Action<T> runEvt;
    public Action<T> endEvt;
    public T beginParm;
    public T runParm;
    public T endParm;

    public void BeginEvtCall()
    {
        if (beginEvt != null)
        {
            beginEvt(beginParm);
        }
    }
    public void RunEvtCall()
    {
        if (runEvt != null)
        {
            runEvt(runParm);
        }
    }
    public void EndEvtCall()
    {
        if (endEvt != null)
        {
            endEvt(endParm);
        }
    }
}

一共4个类 GAnimationCtrl与GAnimatorCtrl都是需要用到,一个对应动画,一个对应动画状态机,实例化后注册事件,通过GServiceManager.StartSvc来启动,通过GServiceManager.StopSvc来停止 之所以定义GAnimatorState枚举,只为了更好判断状态机现在处于哪个动画.
新人博主 新手程序员,有问题、意见 都可以加QQ,加QQ说明来意即可 谢谢 多多点赞
补充:
需要案例的可以加QQ说明来意

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