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Unity3D之Mecanim动画系统学习笔记(六):使用脚本控制动画

控制人物动画播放

这里我重新弄了一个简单的场景和新的Animator Controller来作为示例。

下面先看看Animator Controller的配置:

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人物在站立状态只能进入走路,走路只能进入奔跑或返回站立,奔跑只能进入跳跃或返回走路,跳跃则只能返回奔跑。

参数方面为两个参数:

  • Float类型的moveSpeed;
  • Trigger类型的Jump;

连线直接的转换条件为:moveSpeed大于0.1进入走路,走路moveSpeed大于0.9进入奔跑小于0.1返回站立,奔跑moveSpeed小于0.9返回走路,Jump被触发则进入跳跃;

为人物添加Animator组件并绑定上面的Animator Controller文件,同时绑定下面的脚本:

 1 using UnityEngine; 2 using System.Collections; 3  4 public class TestAnim : MonoBehaviour 5 { 6     //将名称转换为哈希值可以提高索引的速度 7     private int moveSpeed = Animator.StringToHash("moveSpeed"); 8     private int jump = Animator.StringToHash("Jump"); 9     private int runState = Animator.StringToHash("Base Layer.Run");10 11     private Animator _animator;12 13     void Start()14     {15         _animator = this.GetComponent<Animator>();16     }17     18     void Update()19     {20         float speed = Input.GetAxis("Vertical");21         _animator.SetFloat(moveSpeed, speed);22 23         //获取动画的当前状态24         AnimatorStateInfo info = _animator.GetCurrentAnimatorStateInfo(0);25         //跳跃除了要按下空格键外, 还需要处于奔跑状态才行, 否则按下空格键时就会标记 Jump, 一进入奔跑就马上跳跃26         if(Input.GetKeyDown(KeyCode.Space) && info.fullPathHash == runState)27         {28             _animator.SetTrigger(jump);29         }30     }31 }

State Machine Behavior

在Unity5.0中,我们可以给Animator Controller中的每个State添加脚本了,类似于专门用于GameObject的MonoBehavior,State可以添加State Machine Behavior,我们打开任意的Animator Controller,就可以在Inspector窗口发现添加脚本的按钮:

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除了State外,我们还可以在层上添加,层可以看做包含了整个State的一个大State:

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我们可以添加一个脚本看看,下面是我添加了注释的State Machine Behavior脚本的标准形式:

 1 using UnityEngine; 2 using System.Collections; 3  4 public class StateScript : StateMachineBehaviour 5 { 6     // OnStateEnter is called before OnStateEnter is called on any state inside this state machine 7     override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) 8     { 9         //进入当前状态时会被调用10     }11 12     // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine13     override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)14     {15         //进入当前状态的每帧会被调用16     }17 18     // OnStateExit is called before OnStateExit is called on any state inside this state machine19     override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)20     {21         //退出当前状态时会被调用22     }23 24     // OnStateMove is called before OnStateMove is called on any state inside this state machine25     override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)26     {27     }28 29     // OnStateIK is called before OnStateIK is called on any state inside this state machine30     override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)31     {32     }33 34     // OnStateMachineEnter is called when entering a statemachine via its Entry Node35     override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)36     {37     }38 39     // OnStateMachineExit is called when exiting a statemachine via its Exit Node40     override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)41     {42     }43 }

通过使用State Machine Behaviour我们可以更加方便的在特定的时间点触发一些我们需要的事件,但是需要注意的是,我们一般给State Machine Behaviour赋值一些场景的对象不是直接在Inspector面板里拖拽而是通过Animator的GetBehavior方法获取到指定的State Machine Behaviour的实例后通过脚本进行赋值的。

Unity3D之Mecanim动画系统学习笔记(六):使用脚本控制动画