overrides | 要应用的覆盖列表。 |
将覆盖列表应用于此 Animator Override Controller。
当您需要在同一帧中覆盖两个以上的动画剪辑时,应使用此函数。该函数将在处理完整个列表后通知 Animator 更新所有内部绑定。
using UnityEngine; using System.Collections.Generic;
public class AnimationClipOverrides : List<KeyValuePair<AnimationClip, AnimationClip>> { public AnimationClipOverrides(int capacity) : base(capacity) {}
public AnimationClip this[string name] { get { return this.Find(x => x.Key.name.Equals(name)).Value; } set { int index = this.FindIndex(x => x.Key.name.Equals(name)); if (index != -1) this[index] = new KeyValuePair<AnimationClip, AnimationClip>(this[index].Key, value); } } }
public class Weapon { public AnimationClip singleAttack; public AnimationClip comboAttack; public AnimationClip dashAttack; public AnimationClip smashAttack; }
public class SwapWeapon : MonoBehaviour { public Weapon[] weapons;
protected Animator animator; protected AnimatorOverrideController animatorOverrideController;
protected int weaponIndex;
protected AnimationClipOverrides clipOverrides; public void Start() { animator = GetComponent<Animator>(); weaponIndex = 0;
animatorOverrideController = new AnimatorOverrideController(animator.runtimeAnimatorController); animator.runtimeAnimatorController = animatorOverrideController;
clipOverrides = new AnimationClipOverrides(animatorOverrideController.overridesCount); animatorOverrideController.GetOverrides(clipOverrides); }
public void Update() { if (Input.GetButtonDown("NextWeapon")) { weaponIndex = (weaponIndex + 1) % weapons.Length; clipOverrides["SingleAttack"] = weapons[weaponIndex].singleAttack; clipOverrides["ComboAttack"] = weapons[weaponIndex].comboAttack; clipOverrides["DashAttack"] = weapons[weaponIndex].dashAttack; clipOverrides["SmashAttack"] = weapons[weaponIndex].smashAttack; animatorOverrideController.ApplyOverrides(clipOverrides); } } }