
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
62 lines
2.5 KiB
C#
62 lines
2.5 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimator
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{
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[TaskCategory("Unity/Animator")]
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[TaskDescription("Automatically adjust the gameobject position and rotation so that the AvatarTarget reaches the matchPosition when the current state is at the specified progress. Returns Success.")]
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public class MatchTarget : Action
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{
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[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
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public SharedGameObject targetGameObject;
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[Tooltip("The position we want the body part to reach")]
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public SharedVector3 matchPosition;
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[Tooltip("The rotation in which we want the body part to be")]
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public SharedQuaternion matchRotation;
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[Tooltip("The body part that is involved in the match")]
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public AvatarTarget targetBodyPart;
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[Tooltip("Weights for matching position")]
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public Vector3 weightMaskPosition;
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[Tooltip("Weights for matching rotation")]
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public float weightMaskRotation;
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[Tooltip("Start time within the animation clip")]
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public float startNormalizedTime;
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[Tooltip("End time within the animation clip")]
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public float targetNormalizedTime = 1;
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private Animator animator;
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private GameObject prevGameObject;
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public override void OnStart()
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{
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var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
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if (currentGameObject != prevGameObject) {
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animator = currentGameObject.GetComponent<Animator>();
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prevGameObject = currentGameObject;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (animator == null) {
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Debug.LogWarning("Animator is null");
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return TaskStatus.Failure;
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}
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animator.MatchTarget(matchPosition.Value, matchRotation.Value, targetBodyPart, new MatchTargetWeightMask(weightMaskPosition, weightMaskRotation), startNormalizedTime, targetNormalizedTime);
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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matchPosition = Vector3.zero;
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matchRotation = Quaternion.identity;
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targetBodyPart = AvatarTarget.Root;
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weightMaskPosition = Vector3.zero;
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weightMaskRotation = 0;
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startNormalizedTime = 0;
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targetNormalizedTime = 1;
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}
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}
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} |