61 lines
3.1 KiB
C#
61 lines
3.1 KiB
C#
using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using SLSUtilities.FunctionalAnimation;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Cielonos.MainGame.Characters
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{
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[CreateAssetMenu(fileName = "BaseAnimationGroup", menuName = "Cielonos/Characters/BaseAnimationGroup")]
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public class BaseAnimationGroup : SerializedScriptableObject
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{
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public AnimationClip landIdle;
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public List<AnimationClip> landIdleExtras;
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public AnimationClip landWalkForward, landWalkBack, landWalkLeft, landWalkRight;
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public AnimationClip landRunForward, landRunBack, landRunLeft, landRunRight;
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public AnimationClip jumpStart;
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public AnimationClip inAir;
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public AnimationClip jumpLand;
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public FuncAnimData getHitMediumFront, getHitMediumBack, getHitMediumLeft, getHitMediumRight;
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public FuncAnimData getHitHeavyFront, getHitHeavyBack, getHitHeavyLeft, getHitHeavyRight;
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public AnimationClip riseUpFront, riseUpBack, riseUpLeft, riseUpRight;
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public AnimationClip incapacitation, death;
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public FuncAnimData dash;
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public FuncAnimData dodge;
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public void SetUp(AnimationSubcontrollerBase animSc)
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{
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if (animSc is PlayerAnimationSubcontroller playerAnimSc)
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{
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FunctionalAnimationSubmodule funcAnimSm = animSc.fullBodyFuncAnimSm;
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// 基础动画 clip,由调用方管理批处理生命周期
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playerAnimSc.SetOverride("LandIdle", landIdle);
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playerAnimSc.SetOverride("LandWalkForward", landWalkForward);
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playerAnimSc.SetOverride("LandWalkBack", landWalkBack);
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playerAnimSc.SetOverride("LandWalkLeft", landWalkLeft);
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playerAnimSc.SetOverride("LandWalkRight", landWalkRight);
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playerAnimSc.SetOverride("LandRunForward", landRunForward);
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playerAnimSc.SetOverride("LandRunBack", landRunBack);
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playerAnimSc.SetOverride("LandRunLeft", landRunLeft);
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playerAnimSc.SetOverride("LandRunRight", landRunRight);
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playerAnimSc.SetOverride("JumpStart", jumpStart);
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playerAnimSc.SetOverride("InAir", inAir);
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playerAnimSc.SetOverride("JumpLand", jumpLand);
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// FuncAnimData 通过 Reset → Add → SetOverride 进入同一缓冲区
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if (getHitMediumFront) funcAnimSm.Reset(getHitMediumFront);
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if (getHitMediumBack) funcAnimSm.Reset(getHitMediumBack);
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if (getHitMediumLeft) funcAnimSm.Reset(getHitMediumLeft);
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if (getHitMediumRight) funcAnimSm.Reset(getHitMediumRight);
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if (getHitHeavyFront) funcAnimSm.Reset(getHitHeavyFront);
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if (getHitHeavyBack) funcAnimSm.Reset(getHitHeavyBack);
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if (getHitHeavyLeft) funcAnimSm.Reset(getHitHeavyLeft);
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if (getHitHeavyRight) funcAnimSm.Reset(getHitHeavyRight);
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if (dash) funcAnimSm.Reset(dash);
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if (dodge) funcAnimSm.Reset(dodge);
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}
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}
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}
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} |