类银河恶魔城学习记录1-2 Player动画基本设置源代码 P29

Player.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class Player : MonoBehaviour
{
    #region 定义Unity组件
    public Animator anim { get; private set; }//这样才能配合着拿到自己身上的animator的控制权
    #endregion
    #region 定义States
    public PlayerStateMachine stateMachine { get; private set; }
    public PlayerIdleState idleState { get; private set; }
    public PlayerMoveState moveState { get; private set; }

    #endregion
    private void Awake()
    {
        stateMachine = new PlayerStateMachine();
        //通过构造函数,在构造时传递信息
        idleState = new PlayerIdleState(this, stateMachine, "Idle");
        moveState = new PlayerMoveState(this, stateMachine, "Move");
        //this 就是 Player这个类本身
    }//Awake初始化所以State,为所有State传入各自独有的参数,及animBool,以判断是否调用此动画(与animatoin配合完成)
    private void Start()
    {
        anim = GetComponentInChildren();//拿到自己身上的animator的控制权
        stateMachine.Initialize(idleState);
    }
    private void Update()//在mano中update会自动刷新但其他没有mano的不会故,需要在这个updata中调用其他脚本中的函数stateMachine.currentState.update以实现 //stateMachine中的update

    {
        stateMachine.currentState.Update();//反复调用CurrentState的Update函数
    }
PlayerState.cs
using System.Collections;
using System.Collections.Generic;
using System.Security.Authentication.ExtendedProtection;
using UnityEngine;
//被继承的总类,后面的所以state都需要继承它
//实际上Player并没有进入过这个状态,没有调用此脚本,所有的调用均属于此脚本的子脚本
public class PlayerState
{
    protected PlayerStateMachine stateMachine;//创建PlayerStateMachine类,以对其进行控制
    protected Player player;//创建Player类,以对其进行控制
    private string animBoolName;//控制此时的anim的BOOL值
    public PlayerState(Player _player,PlayerStateMachine _stateMachine,string _animBoolName)
    {
        this.player = _player;
        this.stateMachine = _stateMachine;                                                
        this.animBoolName = _animBoolName;
    }//构造函数,用于传递信息
    
    public virtual void Enter()
    {
        player.anim.SetBool(animBoolName, true);//通过animator自带的函数,将animator里的Bool值改变为想要的值
    }
    public virtual void Update()
    {
        

    }
    public virtual void Exit()
    {
        player.anim.SetBool(animBoolName, false);//通过animator自带的函数,将animator里的Bool值改变为想要的值
    }

}
 PlayerStateMachine.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateMachine
{
    public PlayerState currentState { get; private set; }
    public void Initialize(PlayerState _startState)
    {
        currentState = _startState;
        currentState.Enter();
    }//初始化状态函数,及通过将idleState传送进来,以便于调用idleState中的Enter函数

    public void ChangeState(PlayerState _newState)
    {
        currentState.Exit();
        currentState = _newState;
        currentState.Enter();
    }//更改状态函数
    //1.调用当前状态的Exit函数,使动画为false
    //2.传入新的状态,替换原来的状态
    //3.调用新的状态的Enter函数
}
 PlayerIdleState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerIdleState : PlayerState//继承函数,获得PlayerState里的所有函数和参数
{
    public PlayerIdleState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }//构造函数,用于传递信息。
     //当外补New出对象时,New出的对象里传入参数

    public override void Enter()
    {
        
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        if(Input.GetKeyDown(KeyCode.N))
        {
            stateMachine.ChangeState(player.moveState);//在这里我们能使用Player里的东西,主要是因为我们通过构造函数传过来Player实体,如果不传,则无法使用已经存在了的Player实体。
        }
    }
}
 PlayerIdleState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMoveState : PlayerState
{
    public PlayerMoveState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }//构造函数,用于传递信息。
     //当外补New出对象时,New出的对象里传入参数

    public override void Enter()
    {
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        if (Input.GetKeyDown(KeyCode.N))
        {
            stateMachine.ChangeState(player.idleState);//在这里我们能使用Player里的东西,主要是因为我们通过构造函数传过来Player实体,如果不传,则无法使用已经存在了的Player实体。
        }
    }
}

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