整理了一些在日常经验中处理动画播放完成事件的方法
方法:
1.Dotween配合异步实现
2.状态机计时方法实现
3.原生动画行为方法实现
方法一:Dotween异步方法
using UnityEngine;
using System.Threading.Tasks;
using DG.Tweening;
public class PlayerAnimAsync : MonoBehaviour
{
private Animator animator;
private bool isAnimPlaying = false;
void Start()
{
animator = GetComponent<Animator>();
}
void Update()
{
animator = GetComponent<Animator>();
// 开始动画
if (!isAnimPlaying)
{
StartAttack();
}
}
private async void StartAttack()
{
isAnimPlaying = true;
await AnimationFinish("Attack", 0f); //等待Attack播放完
Debug.Log("Attack播放完了,可以执行Idle");
animator.Play("Idle");
isAnimPlaying = false;
}
//AnimationFinish 异步播放动画
public async Task AnimationFinish(string animName, float extreTime = 0f)
{
await DOTween.Sequence()
.AppendCallback(() => animator.Play(animName))
.AppendInterval(GetAnimationClipLength(animName) + extreTime)
.AsyncWaitForCompletion();
}
//GetAnimationClipLength 获取动画片段时长
private float GetAnimationClipLength(string animName)
{
RuntimeAnimatorController ac = animator.runtimeAnimatorController;
foreach (AnimationClip clip in ac.animationClips)
{
if (clip.name == animName)
{
return clip.length;
}
}
return 0f;
}
}
方法二:状态机计时方法
using UnityEngine;
public class PlayerAnimFSM : MonoBehaviour
{
private enum AnimationState {Idle, Attack}
private AnimationState currentState;
private Animator animator;
private float waitAnimTime = 0f; //动画计时器
void Start()
{
animator = GetComponent<Animator>();
}
void Update()
{
CheckState();
currentState = currentState switch
{
AnimationState.Idle => IdleState(),
AnimationState.Attack => AttackState(),
_ => currentState
};
}
private AnimationState IdleState()
{
animator.Play("Idle");
return AnimationState.Idle;
}
private AnimationState AttackState()
{
//播放动画
animator.Play("Attack");
waitAnimTime += Time.deltaTime;
if (waitAnimTime >= animator.GetCurrentAnimatorStateInfo(0).length)
{
//当动画记录时间大于当前正在播放动画的时间时
//todo:这里有一个BUG,在animator.Play()的动画需要在下一帧animator.GetCurrentAnimatorStateInfo(0).length才能获取到正确的时间
//在这里默认动画长度都会大于1帧所以没太大的问题
//正确的做法是参考方法一种的GetAnimationClipLength来获取动画时间
waitAnimTime = 0; //重置动画时间
Debug.Log("Attack播放完了,可以执行Idle");
return AnimationState.Idle; //转换Idle状态
}
return AnimationState.Attack; //维持攻击状态
}
private void CheckState() //检测状态转换
{
if (currentState == AnimationState.Attack) //维持攻击动画不被打断
return;
if (Input.GetKeyDown(KeyCode.Space))
{
currentState = AnimationState.Attack;
return;
}
currentState = AnimationState.Idle;
}
}
方法三:原生动画行为方法实现
这里需要用到两个脚本PlayerAnimSM和AttackFinish来实现,此处isAnimPlaying借助原生动画行为来复原
using UnityEngine;
public class PlayerAnimSM : MonoBehaviour
{
private Animator animator;
public bool isAnimPlaying = false;
void Start()
{
animator = GetComponent<Animator>();
}
void Update()
{
animator = GetComponent<Animator>();
// 开始动画
if (!isAnimPlaying)
{
StartAttack();
}
}
private void StartAttack()
{
isAnimPlaying = true;
animator.Play("Attack");
}
}
AttackFinish脚本借助界面创建步骤如下:
1.在动画器中点击需要传递动画完成事件的动画,点击右下角的Add Behaviour(添加行为),可以添加Unity预制的脚本
2.使用这个方法需要有动画过渡的方式(此处为AnyState到Idle),供后续代码中的OnStateExit使用(举例:如果希望有攻击结束到闲置动画的过渡,就需要从攻击动画连线到闲置动画,重点!!!一定要有退出时间,设置0s也没事,但一定要勾选,这里我就使用AnyState过渡过去了,使用AnyState时也一定要勾选退出时间
创建名为AttackFinish 的脚本(这里Unity叫行为)
双击点开这个脚本
using UnityEngine;
public class AttackFinish : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//}
//OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
//在此处将isAnimPlaying重置回false
animator.GetComponent<PlayerAnimSM>().isAnimPlaying = false;
Debug.Log("Attack播放完了");
//播放动画结束后的默认动画,我这里设置为idle你可以设置为任意动画但是一定要有过渡,从Attack到Idle的过渡
animator.Play("Idle");
}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}
后谈:还有一些诸如动画帧事件的方法没有收录在内。作者总感觉无论哪一个方法都不是特别合适或者顺手,当然无论是用原生还是自己去写,寻找适合自己项目的方法才是最好的。所以作者也会在今后的开发道路上继续学习。