name | 参数名称。 |
id | 参数 ID。 |
value | 新的参数值。 |
设置给定布尔参数的值。
使用 Animator.SetBool 通过脚本将布尔值传递到 动画控制器。
使用此方法触发动画状态之间的转换。例如,通过将“alive”布尔值设置为 false 来触发死亡动画。有关设置动画器的更多信息,请参阅有关 动画 的文档。
注意:您可以通过名称或 ID 号识别参数,但名称或 ID 号必须与您要更改的动画器中的参数相同。
//Set up a new Boolean parameter in the Unity Animator and name it, in this case “Jump”. //Set up transitions between each state that the animation could follow. For example, the player could be running or idle before they jump, so both would need transitions into the animation. //If the “Jump” boolean is set to true at any point, the m_Animator plays the animation. However, if it is ever set to false, the animation would return to the appropriate state (“Idle”). //This script enables and disables this boolean in this case by listening for the mouse click or a tap of the screen.
using UnityEngine;
public class Example : MonoBehaviour { //Fetch the Animator Animator m_Animator; // Use this for deciding if the GameObject can jump or not bool m_Jump;
void Start() { //This gets the Animator, which should be attached to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); // The GameObject cannot jump m_Jump = false; }
void Update() { //Click the mouse or tap the screen to change the animation if (Input.GetMouseButtonDown(0)) m_Jump = true;
//Otherwise the GameObject cannot jump. else m_Jump = false;
//If the GameObject is not jumping, send that the Boolean “Jump” is false to the Animator. The jump animation does not play. if (m_Jump == false) m_Animator.SetBool("Jump", false);
//The GameObject is jumping, so send the Boolean as enabled to the Animator. The jump animation plays. if (m_Jump == true) m_Animator.SetBool("Jump", true); } }