• unity+动画状态机


    代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class ARModeAnimationController : MonoBehaviour {
        public Animator animatorTemp;
        public Animator OtherAnimatorTemp;
        public int ClickNumber;
        private double t1;
        private double t2;
        public bool isCurrentAnimator;
        public bool isCanPlayOpen=true;
        public GameObject[] HideGameObject;
        public GameObject[] HideSteam;
        public int isOnlyUIAnimation=0;
    	public bool isELE;
        // Use this for initialization
        void Start()
        {
            //animatorTemp = GetComponent<Animator>();
            OnARHideGameobject(HideGameObject, true);
            OnARHideGameobject(HideSteam, false);
            isCanPlayOpen = true;
        }
        public void OnHideGameobject( bool isHide)
        {
            foreach (var item in HideGameObject)
            {
                Debug.LogError("hide");
                item.SetActive(isHide);
            }
        }
        public void OnARHideGameobject(GameObject[] hideObject, bool isHide)
        {
            foreach (var item in hideObject)
            {
                //Debug.LogError("hide");
                item.SetActive(isHide);
            }
        }
        //双击播放动画
        public void OnDoubleClickPlayAnimation()
        {
            if (Input.GetMouseButtonDown(0))
            {
                Ray ray = ARGlobalData.ARCameraInstance.ScreenPointToRay(Input.mousePosition);
                RaycastHit hitInfo;
                if (Physics.Raycast(ray, out hitInfo))
                {
                    if (hitInfo.collider.gameObject.layer == 8)
                    {
                        if (hitInfo.collider.gameObject.tag == "Mode")
                        {
                            t2 = Time.realtimeSinceStartup;
                            if (t2 - t1 < 0.3)
                            {
                                if (isCanPlayOpen)
                                {
                                    Debug.LogError("double click");
    
                                    PlayAnimation();
                                    ClickNumber++;
                                }
                                //Debug.LogError("click   ");
                            }
                            t1 = t2;
                        }
                    }
                }
            }
            //if (isCurrentAnimator)
            //{
            //    Debug.LogError("current "+GetClipLength(animatorTemp, "Open"));
            //    AnimatorStateInfo info = animatorTemp.GetCurrentAnimatorStateInfo(0);
            //    Debug.LogError("info.normalizedTime" + info.normalizedTime);
    
            //    if (info.normalizedTime >= 1f)
            //    {
            //        Debug.LogError("哈哈哈"+ info.normalizedTime);
            //    }
            //}
        }
        // Update is called once per frame
        void Update()
        {
            //OnPlayAnimation();
            OnDoubleClickPlayAnimation();
        }
        //单击播放动画
        private void OnPlayAnimation()
        {
            if (Input.GetMouseButtonDown(0))
            {
                Ray ray = ARGlobalData.ARCameraInstance.ScreenPointToRay(Input.mousePosition);
                RaycastHit hitInfo;
                if (Physics.Raycast(ray, out hitInfo))
                {
                    if (hitInfo.collider.gameObject.layer == 8)
                    {
                        if (hitInfo.collider.gameObject.tag == "Mode")
                        {
                            PlayAnimation();
                            ClickNumber++;
                            Debug.LogError("click   ");
                        }
                    }
                }
            }
    
        }
        private void PlayAnimation()
        {
            if (ClickNumber % 2 == 0)
            {
    
                animatorTemp.SetBool("IsOpen", true);
                animatorTemp.SetBool("IsTake001", false);
                Debug.LogError(GetClipLength(animatorTemp, "Open"));
            }
            else
            {
                animatorTemp.SetBool("IsOpen", false);
                animatorTemp.SetBool("IsTake001", false);
                isCurrentAnimator = true;
    
            }
        }
        public void OnClickUIPlayAnimation(bool isPlay)
        {
            if(isOnlyUIAnimation==-1)
            {
    			if (!isELE) 
    			{
    				///2018.9.11蒸汽箭头动画和设备一体
    				isCurrentAnimator = true;
    
    				animatorTemp.SetBool ("IsTake001", isPlay);
    				animatorTemp.SetBool ("IsNewState", !isPlay);
    			}
    			else 
    			{
    				isCurrentAnimator = true;
    				animatorTemp.SetBool ("IsTake001", isPlay);
    				animatorTemp.SetBool ("IsNewState", !isPlay);
    				animatorTemp.SetBool ("IsAroundClose", !isPlay);
    
    			}
    
            }
            else if(isOnlyUIAnimation==1)
            { 
                /// 2018.9.11蒸汽箭头动画单独导入项目
                isCurrentAnimator = true;
                OtherAnimatorTemp.SetBool("IsSteam", isPlay);
                //OtherAnimator.SetBool("IsNewState", !isPlay);
            }
    
    
            /////2018.9.11蒸汽箭头动画和设备一体
            ////isCurrentAnimator = true;
    
            ////animatorTemp.SetBool("IsTake001", isPlay);
            ////animatorTemp.SetBool("IsNewState", !isPlay);
            ///// 2018.9.11蒸汽箭头动画单独导入项目
            //isCurrentAnimator = true;
            //OtherAnimatorTemp.SetBool("IsSteam", isPlay);
            ////OtherAnimator.SetBool("IsNewState", !isPlay);
        }
    
        //得到当前动画状态机中动画片段的时长
        public float GetClipLength(Animator animator, string clip)
        {
            if (null == animator || string.IsNullOrEmpty(clip) || null == animator.runtimeAnimatorController)
            {
                Debug.LogError("0");
                return 0f;
            }
            RuntimeAnimatorController ac = animator.runtimeAnimatorController;
            AnimationClip[] tAnimationClipS = ac.animationClips;
            if (null == tAnimationClipS || tAnimationClipS.Length <= 0)
            {
                Debug.LogError("0");
    
                return 0f;
            }
            AnimationClip tAnimationClip;
            for (int tCounter = 0, tLen = tAnimationClipS.Length; tCounter < tLen; tCounter++)
            {
                tAnimationClip = ac.animationClips[tCounter];
                if (null != tAnimationClip && tAnimationClip.name == clip)
                {
    
                    //Debug.LogError("0" + tAnimationClip.length);
                    return tAnimationClip.length;
                }
            }
            Debug.LogError("0");
    
            return 0f;
    
        }
    }
    

      

    using System.Collections;using System.Collections.Generic;using UnityEngine;
    public class ARModeAnimationController : MonoBehaviour {    public Animator animatorTemp;    public Animator OtherAnimatorTemp;    public int ClickNumber;    private double t1;    private double t2;    public bool isCurrentAnimator;    public bool isCanPlayOpen=true;    public GameObject[] HideGameObject;    public GameObject[] HideSteam;    public int isOnlyUIAnimation=0;public bool isELE;    // Use this for initialization    void Start()    {        //animatorTemp = GetComponent<Animator>();        OnARHideGameobject(HideGameObject, true);        OnARHideGameobject(HideSteam, false);        isCanPlayOpen = true;    }    public void OnHideGameobject( bool isHide)    {        foreach (var item in HideGameObject)        {            Debug.LogError("hide");            item.SetActive(isHide);        }    }    public void OnARHideGameobject(GameObject[] hideObject, bool isHide)    {        foreach (var item in hideObject)        {            //Debug.LogError("hide");            item.SetActive(isHide);        }    }    //双击播放动画    public void OnDoubleClickPlayAnimation()    {        if (Input.GetMouseButtonDown(0))        {            Ray ray = ARGlobalData.ARCameraInstance.ScreenPointToRay(Input.mousePosition);            RaycastHit hitInfo;            if (Physics.Raycast(ray, out hitInfo))            {                if (hitInfo.collider.gameObject.layer == 8)                {                    if (hitInfo.collider.gameObject.tag == "Mode")                    {                        t2 = Time.realtimeSinceStartup;                        if (t2 - t1 < 0.3)                        {                            if (isCanPlayOpen)                            {                                Debug.LogError("double click");
                                    PlayAnimation();                                ClickNumber++;                            }                            //Debug.LogError("click   ");                        }                        t1 = t2;                    }                }            }        }        //if (isCurrentAnimator)        //{        //    Debug.LogError("current "+GetClipLength(animatorTemp, "Open"));        //    AnimatorStateInfo info = animatorTemp.GetCurrentAnimatorStateInfo(0);        //    Debug.LogError("info.normalizedTime" + info.normalizedTime);
            //    if (info.normalizedTime >= 1f)        //    {        //        Debug.LogError("哈哈哈"+ info.normalizedTime);        //    }        //}    }    // Update is called once per frame    void Update()    {        //OnPlayAnimation();        OnDoubleClickPlayAnimation();    }    //单击播放动画    private void OnPlayAnimation()    {        if (Input.GetMouseButtonDown(0))        {            Ray ray = ARGlobalData.ARCameraInstance.ScreenPointToRay(Input.mousePosition);            RaycastHit hitInfo;            if (Physics.Raycast(ray, out hitInfo))            {                if (hitInfo.collider.gameObject.layer == 8)                {                    if (hitInfo.collider.gameObject.tag == "Mode")                    {                        PlayAnimation();                        ClickNumber++;                        Debug.LogError("click   ");                    }                }            }        }
        }    private void PlayAnimation()    {        if (ClickNumber % 2 == 0)        {
                animatorTemp.SetBool("IsOpen", true);            animatorTemp.SetBool("IsTake001", false);            Debug.LogError(GetClipLength(animatorTemp, "Open"));        }        else        {            animatorTemp.SetBool("IsOpen", false);            animatorTemp.SetBool("IsTake001", false);            isCurrentAnimator = true;
            }    }    public void OnClickUIPlayAnimation(bool isPlay)    {        if(isOnlyUIAnimation==-1)        {if (!isELE) {///2018.9.11蒸汽箭头动画和设备一体isCurrentAnimator = true;
    animatorTemp.SetBool ("IsTake001", isPlay);animatorTemp.SetBool ("IsNewState", !isPlay);}else {isCurrentAnimator = true;animatorTemp.SetBool ("IsTake001", isPlay);animatorTemp.SetBool ("IsNewState", !isPlay);animatorTemp.SetBool ("IsAroundClose", !isPlay);
    }
            }        else if(isOnlyUIAnimation==1)        {             /// 2018.9.11蒸汽箭头动画单独导入项目            isCurrentAnimator = true;            OtherAnimatorTemp.SetBool("IsSteam", isPlay);            //OtherAnimator.SetBool("IsNewState", !isPlay);        }

            /////2018.9.11蒸汽箭头动画和设备一体        ////isCurrentAnimator = true;
            ////animatorTemp.SetBool("IsTake001", isPlay);        ////animatorTemp.SetBool("IsNewState", !isPlay);        ///// 2018.9.11蒸汽箭头动画单独导入项目        //isCurrentAnimator = true;        //OtherAnimatorTemp.SetBool("IsSteam", isPlay);        ////OtherAnimator.SetBool("IsNewState", !isPlay);    }
        //得到当前动画状态机中动画片段的时长    public float GetClipLength(Animator animator, string clip)    {        if (null == animator || string.IsNullOrEmpty(clip) || null == animator.runtimeAnimatorController)        {            Debug.LogError("0");            return 0f;        }        RuntimeAnimatorController ac = animator.runtimeAnimatorController;        AnimationClip[] tAnimationClipS = ac.animationClips;        if (null == tAnimationClipS || tAnimationClipS.Length <= 0)        {            Debug.LogError("0");
                return 0f;        }        AnimationClip tAnimationClip;        for (int tCounter = 0, tLen = tAnimationClipS.Length; tCounter < tLen; tCounter++)        {            tAnimationClip = ac.animationClips[tCounter];            if (null != tAnimationClip && tAnimationClip.name == clip)            {
                    //Debug.LogError("0" + tAnimationClip.length);                return tAnimationClip.length;            }        }        Debug.LogError("0");
            return 0f;
        }}

  • 相关阅读:
    Java秒杀系统实战系列~整合RabbitMQ实现消息异步发送
    Java秒杀系统实战系列~分布式唯一ID生成订单编号
    Java秒杀系统实战系列~商品秒杀代码实战
    Java秒杀系统实战系列~整合Shiro实现用户登录认证
    Java秒杀系统实战系列~待秒杀商品列表与详情功能开发
    Java秒杀系统实战系列~整体业务流程介绍与数据库设计
    Java秒杀系统实战系列~构建SpringBoot多模块项目
    重磅发布- Java秒杀系统的设计与实战视频教程(SpringBoot版)
    ct
    mysql 分区表
  • 原文地址:https://www.cnblogs.com/WalkingSnail/p/11833902.html
Copyright © 2020-2023  润新知