返回与类型 T
匹配或从 T
派生的第一个 StateMachineBehaviour。如果未找到,则返回 null。
using UnityEditor; using UnityEngine;
public class RunBehaviour : StateMachineBehaviour { // OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Transform transform = animator.GetComponent<Transform>();
RaycastHit hitInfo; Vector3 dir = transform.TransformDirection(Vector3.forward); if (Physics.Raycast(transform.position + new Vector3(0, 1.5f, 0), dir, out hitInfo, 10)) { if (hitInfo.collider.tag == "Obstacle") { animator.GetBehaviour<SlideBehaviour>().target = transform.position + 1.25f * hitInfo.distance * dir; if (hitInfo.distance < 6) animator.SetTrigger("Slide"); } } } }
public class SlideBehaviour : StateMachineBehaviour { public Vector3 target;
public float slideMatchTargetStart = 0.11f; public float slideMatchTargetStop = 0.40f;
// OnStateUpdate is called at each Update frame between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { animator.MatchTarget(target, new Quaternion(), AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(1, 0, 1), 0), slideMatchTargetStart, slideMatchTargetStop); } }