Commit f876149f authored by czy's avatar czy

动画混合

parent b39c10ac
......@@ -22702,4 +22702,18 @@ AnimationClip:
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttackTrigger : MonoBehaviour
{
private bool Punch = false;
private bool Push = false;
public Animator animator;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter(Collider other)
{
print(other.name);
if (other.tag == "Competitor")
{
Punch = true;
animator.SetBool("Punch", Punch);
animator.SetLayerWeight(1, 1);
}else if(other.tag == "Wall")
{
Push = true;
animator.SetBool("Push", Push);
animator.SetLayerWeight(1, 1);
}
}
private void OnTriggerExit(Collider other)
{
print(other.name);
if (other.tag == "Wall")
{
Punch = false;
animator.SetBool("Punch", Punch);
animator.SetLayerWeight(1, 0);
}else if(other.tag == "Competitor")
{
Push = false;
animator.SetBool("Push", Push);
animator.SetLayerWeight(1, 1);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IKControl : MonoBehaviour
{
public Transform target;
public Animator animator;
public bool isPushWall = false;
public float PostionW = 1;
public float RotationW = 1;
private void Start()
{
//animator = GetComponentInChildren<Animator>();
//print(animator);
}
//unity自带的ik方法,开启ik通道会执行
void OnAnimatorIK(int layerIndex)
{
print("OnAnimatorIK,layerIndex:" + layerIndex+" :"+gameObject.name);
//设置左手骨骼的权重
animator.SetIKPositionWeight(AvatarIKGoal.RightHand, PostionW);
animator.SetIKRotationWeight(AvatarIKGoal.RightHand, RotationW);
//设置左手骨骼的ik目标为胶囊体的坐标和旋转
animator.SetIKPosition(AvatarIKGoal.RightHand, target.position);
animator.SetIKRotation(AvatarIKGoal.RightHand, target.rotation);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAttack : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void AttackLeft()
{
print(gameObject.name+":左手攻击");
}
public void AttackRight()
{
print(gameObject.name + ":右手攻击");
}
}
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......@@ -63,7 +63,6 @@ public class PlayerMove : MonoBehaviour
[HideInInspector]
public float MoveSpeed=0.0f;
private bool Grounded = false;
private bool Punch=false;
//最大速度等级
private int MaxSpeedLevel = 15;//1-15 分为 1-5 6-10 11-15
......@@ -221,18 +220,7 @@ public class PlayerMove : MonoBehaviour
return;
}
if (Input.GetKey(KeyCode.Space))
{
Punch = true;
}
else
{
Punch = false;
}
//else
//{
// Punch = false;
//}
RaycastHit hit;
......@@ -362,7 +350,6 @@ public class PlayerMove : MonoBehaviour
Grounded = characterController.isGrounded;
//print("MoveSpeed:" + MoveSpeed+ "characterController.velocity:" + characterController.velocity);
animator.SetFloat("MoveSpeed", MoveSpeed);
animator.SetBool("Punch", Punch);
animator.SetBool("Grounded", Grounded);
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestLog : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void Show()
{
print("----------------");
}
public void Show(string info)
{
print("------"+info+"----------");
}
}
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