在我的脚本中,当播放器位于平台顶部时,我将其向上移动. 它工作正常. 但是现在我想在它起床后播放剪辑"Down".
using UnityEngine;
using System.Collections;
using System.Reflection;
public class DetectPlayer : MonoBehaviour {
GameObject target;
public void ClearLog()
{
var assembly = Assembly.GetAssembly(typeof(UnityEditor.ActiveEditorTracker));
var type = assembly.GetType("UnityEditorInternal.LogEntries");
var method = type.GetMethod("Clear");
method.Invoke(new object(), null);
}
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.name == "Platform")
{
Debug.Log("Touching Platform");
}
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "OnTop Detector")
{
Debug.Log("On Top of Platform");
GameObject findGo = GameObject.Find("ThirdPersonController");
GameObject findGo1 = GameObject.Find("Elevator");
findGo.transform.parent = findGo1.transform;
target = GameObject.Find("Elevator");
target.GetComponent().Play("Up");
}
}
}
线后
target.GetComponent().Play("Up");
我想在它完成播放时播放它:
target.GetComponent().Play("Down");
答
虽然这两个答案都应该有效,但使用协程和IsPlaying
函数的另一种方法. 如果您还想在动画之后执行其他任务,您可以使用协程解决方案.
For the Animation system:
旧的 Unity 动画播放系统. 除非您仍在使用旧的 Unity 版本,否则不应在您的新项目中使用它.
IEnumerator playAndWaitForAnim(GameObject target, string clipName)
{
Animation anim = target.GetComponent();
anim.Play(clipName);
//Wait until Animation is done Playing
while (anim.IsPlaying(clipName))
{
yield return null;
}
//Done playing. Do something below!
Debug.Log("Done Playing");
}
For the Animator system
这是新的 Unity 动画播放系统. 这应该在您的新项目而不是Animation API 中使用. 在性能方面,最好使用Animator.StringToHash
并通过哈希数比较当前状态,而不是比较字符串的IsName函数,因为哈希更快.
假设您有名为Jump
、 Move
和Look
的状态名称. 你得到他们的哈希值,然后使用函数在下面播放和等待他们:
const string animBaseLayer = "Base Layer";
int jumpAnimHash = Animator.StringToHash(animBaseLayer + ".Jump");
int moveAnimHash = Animator.StringToHash(animBaseLayer + ".Move");
int lookAnimHash = Animator.StringToHash(animBaseLayer + ".Look");
public IEnumerator PlayAndWaitForAnim(Animator targetAnim, string stateName)
{
//Get hash of animation
int animHash = 0;
if (stateName == "Jump")
animHash = jumpAnimHash;
else if (stateName == "Move")
animHash = moveAnimHash;
else if (stateName == "Look")
animHash = lookAnimHash;
//targetAnim.Play(stateName);
targetAnim.CrossFadeInFixedTime(stateName, 0.6f);
//Wait until we enter the current state
while (targetAnim.GetCurrentAnimatorStateInfo(0).fullPathHash != animHash)
{
yield return null;
}
float counter = 0;
float waitTime = targetAnim.GetCurrentAnimatorStateInfo(0).length;
//Now, Wait until the current state is done playing
while (counter < (waitTime))
{
counter += Time.deltaTime;
yield return null;
}
//Done playing. Do something below!
Debug.Log("Done Playing");
}
对于专门针对碰撞回调函数 ( OnTriggerEnter
) 的特定问题的解决方案,有两种可能的方法:
1 、触发检测后启动协程函数播放动画:
void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "OnTop Detector")
{
Debug.Log("On Top of Platform");
GameObject findGo = GameObject.Find("ThirdPersonController");
GameObject findGo1 = GameObject.Find("Elevator");
findGo.transform.parent = findGo1.transform;
target = GameObject.Find("Elevator");
StartCoroutine(playAnim(target));
}
}
IEnumerator playAnim(GameObject target)
{
Animation anim = target.GetComponent();
anim.Play("Up");
//Wait until Up is done Playing the play down
while (anim.IsPlaying("Up"))
{
yield return null;
}
//Now Play Down
anim.Play("Down");
}
OR
2 .使OnTriggerEnter
函数成为协程(IEnumerator)而不是void
函数:
IEnumerator OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "OnTop Detector")
{
Debug.Log("On Top of Platform");
GameObject findGo = GameObject.Find("ThirdPersonController");
GameObject findGo1 = GameObject.Find("Elevator");
findGo.transform.parent = findGo1.transform;
target = GameObject.Find("Elevator");
Animation anim = target.GetComponent();
anim.Play("Up");
//Wait until Up is done Playing the play down
while (anim.IsPlaying("Up"))
{
yield return null;
}
//Now Play Down
anim.Play("Down");
}
}
一种完全不需要手动检查的方法是使用排队
target.GetComponent().PlayQueued("Down", QueueMode.CompleteOthers);
此代码将等待当前在对象上播放的任何其他动画完成,然后再播放排队的动画.