Unity Animaotr 动画转换设置的代码设置条件

在这里插入图片描述

在这里插入图片描述

在这里插入图片描述

```以下是一个大乱斗的客户端源码 仅供参考
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BaseHuman : MonoBehaviour
{
//是否正在移动
protected bool isMoving = false;
//移动目标点
private Vector3 targetPosition;
//移动速度
public float speed = 1.2f;
//动画组件
private Animator animator;
//描述
public string desc = “”;

public int hp;

public bool isAttacking = false;
public float attackTime = float.MinValue;

//移动到某处
public void MoveTo(Vector3 pos)
{
    Debug.Log("MoveTo");
    targetPosition = pos;
    isMoving = true;
    animator.SetBool("isMoving", true);
}

//移动Update
public void MoveUpdate()
{
    if (isMoving == false)
    {
        return;
    }

    Vector3 pos = transform.position;
    transform.position = Vector3.MoveTowards(pos, targetPosition, speed*Time.deltaTime);
    transform.LookAt(targetPosition);
    if (Vector3.Distance(pos, targetPosition) < 0.05f)
    {
        isMoving = false;
        animator.SetBool("isMoving", false);
    }
}

public void Attack()
{
    isAttacking = true;
    attackTime = Time.time;
    animator.SetBool("isAttacking", true);
}

public void AttackUpdate()
{
    if (!isAttacking) return;
    if (Time.time - attackTime < 1.2f) return;
    isAttacking = false;
    animator.SetBool("isAttacking", false);
}

// Use this for initialization
protected void Start()
{
    animator = GetComponent<Animator>();
}

// Update is called once per frame
protected void Update()
{
    MoveUpdate();
    AttackUpdate();
}

}



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

public class CtrlHuman : BaseHuman
{

// Use this for initialization
new void Start()
{
    base.Start();
}

// Update is called once per frame
new void Update()
{
    base.Update();

    if (Input.GetMouseButtonDown(0))
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        Physics.Raycast(ray, out hit);

        if (hit.collider != null && hit.collider.tag == "Terrain")
        {
            MoveTo(hit.point);    
        }
    }
    if (Input.GetMouseButtonDown(1))
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        Physics.Raycast(ray, out hit);

        if (hit.collider != null && hit.collider.tag == "Terrain")
        {
            transform.LookAt(hit.point);
            Attack();
        }
    }
}

}






评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值