一.将动画的根运动值附加到到rigidbody或者characterController上,人物跟随根运动移动.
void OnAnimatorMove()
{
float delta = Time.deltaTime;
Vector3 deltaPosition = m_Animator.deltaPosition ;
deltaPosition.y = 0;
Vector3 velocity = deltaPosition / delta;
characterController.SimpleMove(velocity);
}
private void OnAnimatorMove()
{
#region 当动画进行根运动时 对其相对应的 rigidbody 也进行移动
float delta = Time.deltaTime;
playerLocomotion.rigidbody.drag = 0;
Vector3 deltaPosition = anim.deltaPosition;
deltaPosition.y = 0;
Vector3 velocity = deltaPosition / delta;
playerLocomotion.rigidbody.velocity = velocity;
#endregion
}
二\获取animator当前layer的状态(state)是否有下个过渡状态,不包含退出(null)状态(634125391)
OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
var next = animator.GetNextAnimatorStateInfo(layerIndex);
if (next.GetHashCode() == stateInfo.GetHashCode() //检查下个状态是不是本身
|| next.shortNameHash != 634125391) //检查下个状态是否为null = shorhashName=634125391
{
haveNextState = true;
}
else if (animator.GetCurrentAnimatorStateInfo(layerIndex).GetHashCode() == stateInfo.GetHashCode())
{
//结束当前状态
haveNextState = false;
}
}
三.animator获取当前控制器下的所有的状态State名称,并且存起来,(animator获取所有State和shorthashcode) ,不能在发布模式,因为是unityeditor空间下的,请注意:用于编辑器模式方便调试!!
/// <summary>
/// 获取该角色下动画器的所有层所有状态
/// </summary>
/// <param name="anim"></param>
/// <param name="dir">key:每个状态的shorthash,如果有重复则只会添加一个, key:对应的每个状态信息</param>
/// <param name="list">当前animator下挂载的所有state machine behaviour</param>
static public void GetAnimatorStateNames(this Animator anim, ref Dictionary<int, StateMachineInfo> dir , ref List<StateBaseBehavior> list)
{
if (dir == null) dir = new Dictionary<int, StateMachineInfo>();
if (list == null) list = new List<StateBaseBehavior>();
AnimatorController ac = (AnimatorController)anim.runtimeAnimatorController;
for (int i = 0; i < ac.layers.Length; i++)
{
ac.GetAnimatorStateMachines(ac.layers[i].stateMachine, ref dir);
}
list = anim.GetBehaviours<StateBaseBehavior>().ToList();
}
//递归获取该stateMachine下的所有状态
static void GetAnimatorStateMachines(this AnimatorController ac, AnimatorStateMachine stateMachine, ref Dictionary<int, StateMachineInfo> dir)
{
for (int i = 0; i < stateMachine.stateMachines.Length; i++)
{
AddAnimatorStates(stateMachine.stateMachines[i].stateMachine.states, ref dir);
//dir.AddRange(GetAnimatorStates(stateMachine.stateMachines[i].stateMachine.states));//获取当前状态机下的所有所有状态
GetAnimatorStateMachines(ac, stateMachine.stateMachines[i].stateMachine, ref dir);
}
}