糯米团子滚呀滚
得意之时,只想着快些让全世界知道我的成功,而不去想怎么守住成功;失意之时,一味觉得自己是无颜见人的彻头彻尾的失败者,再不去想如何翻盘。

tip:transition 勾选Has Exit Time B动画播放完毕后就可以自己返回A不用代码控制。因为想做一个小人静止时 隔两秒会摆动小手的特效。

 附上代码参考:

  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 public class playeMove : MonoBehaviour
  5 {
  6 
  7     public Animator PlayerAnimator;
  8     public const int HERO_UP = 0;
  9     public const int HERO_RIGHT = 1;
 10     public const int HERO_DOWN = 2;
 11     public const int HERO_LEFT = 3;
 12     float  FreakTime=3;
 13     //人物当前行走的方向状态  
 14     public int state = 0;
 15     //人物移动速度  
 16     public int moveSpeed =2;
 17 
 18     //初始化人物位置  
 19     public void Awake()
 20     {
 21         state = HERO_UP;
 22     }
 23     // Use this for initialization  
 24     void Start()
 25     {
 26 
 27     }
 28 
 29     // Update is called once per frame  
 30     void Update()
 31     {
 32 
 33 
 34         //获取控制的方向, 上下左右,   
 35         float KeyVertical = Input.GetAxis("Vertical");
 36         float KeyHorizontal = Input.GetAxis("Horizontal");
 37         //Debug.Log("keyVertical" + KeyVertical);
 38         //Debug.Log("keyHorizontal" + KeyHorizontal);
 39         if (KeyVertical <0)
 40         {
 41             setHeroState(HERO_DOWN);
 42         }
 43         else if (KeyVertical >0)
 44         {
 45             setHeroState(HERO_UP);
 46         }
 47 
 48         if (KeyHorizontal >0)
 49         {
 50             setHeroState(HERO_RIGHT);
 51         }
 52         else if (KeyHorizontal <0)
 53         {
 54             setHeroState(HERO_LEFT);
 55         }
 56 
 57 
 58         
 59         //得到正在播放的动画状态
 60         AnimatorStateInfo info = PlayerAnimator.GetCurrentAnimatorStateInfo(0);
 61 
 62         //如果没有按下方向键且状态不为walk时播放走路动画
 63         if (KeyVertical != 0 || KeyHorizontal != 0  && !info.IsName("Walk"))
 64         {
 65             PlayerAnimator.Play("Walk");
 66         }
 67         //否则如果按下方向键且状态为walk时播放静止动画  
 68         else if((KeyVertical == 0 && KeyHorizontal == 0 && info.IsName("Walk") ))
 69         {
 70             PlayerAnimator.Play("Idle");
 71         }
 72 
 73         //这里设定是玩家静止时隔2s会摆动一次
 74         if (KeyVertical == 0 && KeyHorizontal == 0)
 75         {
 76             //当玩家静止时,FreakTime才会计时
 77             if (info.IsName("Idle"))
 78             {   
 79                 FreakTime -= Time.deltaTime;
 80                 if (FreakTime <= 0)
 81                 {
 82                     Debug.Log(FreakTime);
 83                     FreakTime = 2;
 84                     //FreakingOut设置为播放后自动退出到idle
 85                     PlayerAnimator.Play("FreakingOut ");
 86                 }
 87             }
 88         }
 89 
 90 
 91     }
 92  
 93     
 94     void setHeroState(int newState)
 95     {
 96         //根据当前人物方向与上一次备份的方向计算出模型旋转的角度  
 97         int rotateValue = (newState - state) * 90;
 98         Vector3 transformValue = new Vector3();
 99 
100         //播放行走动画  
101      
102         //模型移动的位置数值  
103         switch (newState)
104         {
105             case HERO_UP:
106                 transformValue = Vector3.forward * Time.deltaTime;
107                 break;
108             case HERO_DOWN:
109                 transformValue = (-Vector3.forward) * Time.deltaTime;
110                 break;
111             case HERO_LEFT:
112                 transformValue = Vector3.left * Time.deltaTime;
113                 break;
114             case HERO_RIGHT:
115                 transformValue = (-Vector3.left) * Time.deltaTime;
116                 break;
117         }
118 
119         transform.Rotate(Vector3.up, rotateValue);
120         //移动人物  
121         transform.Translate(transformValue * moveSpeed, Space.World);
122         state = newState;
123     }
124    
125      
126 }  
127  
View Code

 

posted on 2017-04-06 00:03  糯米团子滚呀滚  阅读(3317)  评论(0编辑  收藏  举报