在我的脚本中,当玩家位于平台顶部时,我将其向上移动。 它工作正常。但现在我想在它启动后播放剪辑“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<Animation>().Play("Up");
}
}
}
行后
target.GetComponent<Animation>().Play("Up");
我希望它播放完后播放:
target.GetComponent<Animation>().Play("Down");
最佳答案
虽然这两个答案都应该有效,但另一种方法是使用协程和 IsPlaying
函数来执行此操作。如果您还想在动画之后执行其他任务,则可以使用协程解决方案。
对于Animation
系统:
旧的Unity动画播放系统。这应该不在您的新项目中使用,除非您仍在使用旧的 Unity 版本。
IEnumerator playAndWaitForAnim(GameObject target, string clipName)
{
Animation anim = target.GetComponent<Animation>();
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");
}
对于Animator
系统
这是新的Unity动画播放系统。这应该在您的新项目中使用而不是Animation
应用程序接口(interface)。在性能方面,最好使用 Animator.StringToHash
并通过哈希值而不是 IsName
来比较当前状态。比较字符串的函数,因为散列是 faster .
假设您有名为 Jump
、Move
和 Look
的状态名称。你得到他们的哈希如下,然后使用下面的函数播放和等待他们:
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<Animation>();
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");
}
或
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<Animation>();
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");
}
}
关于c# - 播放并等待动画/动画师完成播放,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40587030/