unity3d:动画animator,AvatarMask,边走边攻击,单独设置run动画速度

分为3layer,run-idel层(layer0),攻击时上半身层(layer1),原地攻击层(layer2),其中layer1,layer2里面完全复制的动画状态机
unity3d:动画animator,AvatarMask,边走边攻击,单独设置run动画速度_第1张图片

其中layer1设置mask,屏蔽下半身动作
unity3d:动画animator,AvatarMask,边走边攻击,单独设置run动画速度_第2张图片

在移动时切换layer1,layer2的权重,同时只存在一个为0,一个为1

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class PlayerCtrl : MonoBehaviour {
    public NavMeshAgent m_agent;
    public Animator m_ani;
    Vector3 m_newPos;
    float m_stopDis = 0.02f;
    public static int IsRunning = Animator.StringToHash("IsRunning");
    public static int AttackID = Animator.StringToHash("AttackID");

    bool m_isRunning = false;
    public Transform m_model;
    public float m_rotateSpeed = 180f;
    // Use this for initialization
    void Start () {
        m_newPos = transform.position;
       
        m_ani.SetLayerWeight(1, 0);
        m_ani.SetLayerWeight(2, 1);
    }

    
	// Update is called once per frame
	void Update () {
        //鼠标左键
        if (Input.GetMouseButtonDown(0))
        {
            //射线检测
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            bool isCollider = Physics.Raycast(ray, out hit);
            if (isCollider)
            {
             
                m_agent.SetDestination(hit.point);
                m_newPos = hit.point;
            }
        }

        if (m_agent.hasPath)
        {
          
            if (m_isRunning == false)
            {
                m_isRunning = true;
                m_ani.SetBool(IsRunning, true);

                m_ani.SetLayerWeight(1, 1);
                m_ani.SetLayerWeight(2, 0);
            }
        }
        else {
            if (m_isRunning == true)
            {
                m_isRunning = false;
                m_ani.SetBool(IsRunning, false);

                m_ani.SetLayerWeight(1, 0);
                m_ani.SetLayerWeight(2, 1);
            }
        }

        if (Input.GetKeyDown(KeyCode.Q))
        {
            m_ani.SetInteger(AttackID, 1);
        }
    }
}

原地攻击动作

边走边攻击动作

单独设置run动画速度
unity3d:动画animator,AvatarMask,边走边攻击,单独设置run动画速度_第3张图片

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