
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 🥵🥵🥵🥵🥵
58 lines
2.1 KiB
C#
58 lines
2.1 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityAnimation
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{
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[TaskCategory("Unity/Animation")]
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[TaskDescription("Fades the animation over a period of time and fades other animations out. Returns Success.")]
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public class CrossFade : 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 name of the animation")]
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public SharedString animationName;
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[Tooltip("The speed of the animation. Use a negative value to play the animation backwards")]
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public SharedFloat animationSpeed = 1f;
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[Tooltip("The amount of time it takes to blend")]
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public SharedFloat fadeLength = 0.3f;
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[Tooltip("The play mode of the animation")]
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public PlayMode playMode = PlayMode.StopSameLayer;
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// cache the animation component
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private Animation animation;
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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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animation = currentGameObject.GetComponent<Animation>();
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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 (animation == null) {
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Debug.LogWarning("Animation is null");
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return TaskStatus.Failure;
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}
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animation[animationName.Value].speed = animationSpeed.Value;
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if (animation[animationName.Value].speed < 0) {
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animation[animationName.Value].time = animation[animationName.Value].length;
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}
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animation.CrossFade(animationName.Value, fadeLength.Value, playMode);
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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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animationName.Value = "";
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animationSpeed = 1;
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fadeLength = 0.3f;
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playMode = PlayMode.StopSameLayer;
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}
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}
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} |