[Unity] StateMachineBehaviour简单调用MonoBehaviour的方法

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### 在动画状态机中,动画片段上添加脚本,并调用其他MonoBehaviour的方法

在动画片段上添加如下脚本:

using UnityEngine;

public class testSMB : 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)
    //{
    //    
    //}

    // 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)
    {
        m_MonoBehaviour.OnAction();
    }

    // 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)
    //}


    protected testMonoBehavior m_MonoBehaviour;

    public void Initialise(testMonoBehavior mono)
    {
        m_MonoBehaviour = mono;
    }

}

然后新建一个继承自MonoBehaviourde脚本

using UnityEngine;
using UnityEngine.Events;

public class testMonoBehavior : MonoBehaviour
{
    private Animator anim;
    private testSMB smb;
    public UnityEvent testAction;

    private void Awake()
    {
        anim = GetComponent<Animator>();
        smb = anim.GetBehaviour<testSMB>();
        smb.Initialise(this);
    }

    public void OnAction()
    {
        testAction?.Invoke();
    }
}

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