用了N年的Unity竟然不知道Animator这个功能。。。。。。。。。。
例如在某个状态播完之后,关闭该GameObject:
using UnityEngine;public class UIStateClosed : StateMachineBehaviour {override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {animator.gameObject.SetActive(false);}
}
嗯,脚本是挂在动画机中的动画状态上,而不是通常挂在游戏对象上的。可以设置当该动画状态开始时、播放期间、播放结束时要执行的操作。相当实用
官方示例:
using UnityEngine;public class AttackBehaviour : StateMachineBehaviour
{public GameObject particle;public float radius;public float power;protected GameObject clone;override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){clone = Instantiate(particle, Position, Quaternion.identity) as GameObject;Rigidbody rb = clone.GetComponent<Rigidbody>();rb.AddExplosionForce(power, Position, radius, 3.0f);}override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){Destroy(clone);}override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){Debug.Log("On Attack Update ");}override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){Debug.Log("On Attack Move ");}override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){Debug.Log("On Attack IK ");}
}
手册详解:Unity - Scripting API: StateMachineBehaviour
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