Roman aa6e1ebe90 任务:创建项目,引入部分将会用到的插件和包
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

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2021-11-21 15:14:51 +08:00

58 lines
2.1 KiB
C#

using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation
{
[TaskCategory("Unity/Animation")]
[TaskDescription("Fades the animation over a period of time and fades other animations out. Returns Success.")]
public class CrossFade : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[Tooltip("The name of the animation")]
public SharedString animationName;
[Tooltip("The speed of the animation. Use a negative value to play the animation backwards")]
public SharedFloat animationSpeed = 1f;
[Tooltip("The amount of time it takes to blend")]
public SharedFloat fadeLength = 0.3f;
[Tooltip("The play mode of the animation")]
public PlayMode playMode = PlayMode.StopSameLayer;
// cache the animation component
private Animation animation;
private GameObject prevGameObject;
public override void OnStart()
{
var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
if (currentGameObject != prevGameObject) {
animation = currentGameObject.GetComponent<Animation>();
prevGameObject = currentGameObject;
}
}
public override TaskStatus OnUpdate()
{
if (animation == null) {
Debug.LogWarning("Animation is null");
return TaskStatus.Failure;
}
animation[animationName.Value].speed = animationSpeed.Value;
if (animation[animationName.Value].speed < 0) {
animation[animationName.Value].time = animation[animationName.Value].length;
}
animation.CrossFade(animationName.Value, fadeLength.Value, playMode);
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
animationName.Value = "";
animationSpeed = 1;
fadeLength = 0.3f;
playMode = PlayMode.StopSameLayer;
}
}
}