Unity-Animator深入系列---fullPathHash和shortNameHash

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Unity5对状态哈希做了改进,拆分成了fullPathHash和shortNameHash

 

测试结果:

fullPathHash支持嵌套子状态以及层,shortNameHash直接不支持路径

 

这是使用的测试状态机,一共三种状态

 

 

测试脚本:

public class A1 : MonoBehaviour
{
    public Animator animator;


    void OnGUI()
    {
        GUILayout.Box("Layer1 fullPathHash - " + (animator.GetCurrentAnimatorStateInfo(0).fullPathHash == Animator.StringToHash("Layer1.Idle")));
        GUILayout.Box("Layer1 Idle2 fullPathHash - " + (animator.GetCurrentAnimatorStateInfo(0).fullPathHash == Animator.StringToHash("Layer1.Group.Idle")));
        GUILayout.Box("Layer2 fullPathHash - " + (animator.GetCurrentAnimatorStateInfo(1).fullPathHash == Animator.StringToHash("Layer2.Idle")));

        GUILayout.Box("Layer1 shortNameHash - " + (animator.GetCurrentAnimatorStateInfo(0).shortNameHash == Animator.StringToHash("Idle")));
        GUILayout.Box("Layer1 Idle2 shortNameHash(1) - " + (animator.GetCurrentAnimatorStateInfo(0).shortNameHash == Animator.StringToHash("Group.Idle")));
        GUILayout.Box("Layer1 Idle2 shortNameHash(2) - " + (animator.GetCurrentAnimatorStateInfo(0).shortNameHash == Animator.StringToHash("Idle")));
        GUILayout.Box("Layer2 shortNameHash - " + (animator.GetCurrentAnimatorStateInfo(1).shortNameHash == Animator.StringToHash("Idle")));
    }
}
View Code

 

 

测试结果1(Layer1.Group.Idle未跳转):

 

测试结果2(Layer1.Group.Idle已跳转):

 

最终结论:

fullPathHash支持子状态以及层,shortNameHash直接不支持路径

posted @ 2016-02-16 09:28  HONT  阅读(3146)  评论(0编辑  收藏  举报