Unity Animator笔记

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);
            }  
        }

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