分为3layer,run-idel层(layer0),攻击时上半身层(layer1),原地攻击层(layer2),其中layer1,layer2里面完全复制的动画状态机
其中layer1设置mask,屏蔽下半身动作
在移动时切换layer1,layer2的权重,同时只存在一个为0,一个为1
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class PlayerCtrl : MonoBehaviour {
public NavMeshAgent m_agent;
public Animator m_ani;
Vector3 m_newPos;
float m_stopDis = 0.02f;
public static int IsRunning = Animator.StringToHash("IsRunning");
public static int AttackID = Animator.StringToHash("AttackID");
bool m_isRunning = false;
public Transform m_model;
public float m_rotateSpeed = 180f;
// Use this for initialization
void Start () {
m_newPos = transform.position;
m_ani.SetLayerWeight(1, 0);
m_ani.SetLayerWeight(2, 1);
}
// Update is called once per frame
void Update () {
//鼠标左键
if (Input.GetMouseButtonDown(0))
{
//射线检测
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
bool isCollider = Physics.Raycast(ray, out hit);
if (isCollider)
{
m_agent.SetDestination(hit.point);
m_newPos = hit.point;
}
}
if (m_agent.hasPath)
{
if (m_isRunning == false)
{
m_isRunning = true;
m_ani.SetBool(IsRunning, true);
m_ani.SetLayerWeight(1, 1);
m_ani.SetLayerWeight(2, 0);
}
}
else {
if (m_isRunning == true)
{
m_isRunning = false;
m_ani.SetBool(IsRunning, false);
m_ani.SetLayerWeight(1, 0);
m_ani.SetLayerWeight(2, 1);
}
}
if (Input.GetKeyDown(KeyCode.Q))
{
m_ani.SetInteger(AttackID, 1);
}
}
}
原地攻击动作
边走边攻击动作
单独设置run动画速度
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