88 lines
2.8 KiB
C#
88 lines
2.8 KiB
C#
using System;
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using UnityEngine;
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namespace NBF
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{
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public class PlayerAnimator : MonoBehaviour
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{
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public Animator Animator { get; private set; }
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public FPlayer Player { get; private set; }
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private bool _isTorsoLayerEnabled;
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private bool _isInit;
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#region 参数定义
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public static readonly int IsSwiming = Animator.StringToHash("Swim");
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public static readonly int ThrowFar = Animator.StringToHash("ThrowFar");
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public static readonly int BoatDriving = Animator.StringToHash("BoatDriving");
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public static readonly int BaitInWater = Animator.StringToHash("BaitInWater");
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public static readonly int HeldRod = Animator.StringToHash("HeldRod");
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public static readonly int RodArming = Animator.StringToHash("RodArming");
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public static readonly int Forward = Animator.StringToHash("Forward");
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public static readonly int Turn = Animator.StringToHash("Turn");
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public static readonly int OnGround = Animator.StringToHash("OnGround");
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public static readonly int RodRight = Animator.StringToHash("rod right");
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public static readonly int RodForward = Animator.StringToHash("rod forward");
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public static readonly int PreciseCast = Animator.StringToHash("Precise Cast");
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public static readonly int PreciseIdle = Animator.StringToHash("Precise Idle");
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public static readonly string Torso = "Torso";
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#endregion
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public void SetModelAsset(FPlayer player)
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{
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_isInit = true;
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Player = player;
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Animator = player.ModelAsset.Animator;
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}
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private void LateUpdate()
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{
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if (!_isInit) return;
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UpdateAnimator();
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}
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private void UpdateAnimator()
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{
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Animator.SetBool(OnGround, Player.Data.IsGrounded);
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float value3 = Mathf.Lerp(Animator.GetFloat(Forward), Player.Data.Speed / 5f, Time.deltaTime * 20f);
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Animator.SetFloat(Forward, value3);
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// 平滑处理
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// float smoothedTurn = Mathf.SmoothDamp(Animator.GetFloat(Turn),
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// MapUnit.RotationSpeed,
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// ref turnSmoothVelocity,
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// smoothingTime
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// );
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float smoothedTurn = Mathf.Lerp(Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 10f);
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Animator.SetFloat(Turn, smoothedTurn);
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float layerWeight = Animator.GetLayerWeight(Animator.GetLayerIndex(Torso));
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SetLayerWeight(Torso,
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Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
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}
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public void SetLayerWeight(string layer, float weight)
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{
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Animator.SetLayerWeight(Animator.GetLayerIndex(layer), weight);
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}
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}
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} |