如果bool从值改变,则不会触发播放器动画

时间:2015-12-28 08:29:09

标签: c# animation unity3d

我跟随Unity网站上的Player Character tutorial。有人说玩家可以移动,闲置或死亡。以下是“动画师”中的情况。面板:

参数是:

  • IsWalking类型的bool
  • Die触发器类型

正常情况是当IsWalking参数为真时,他必须开始行走。如果不对,他必须停下来。这是一些截图。

这是我做过的C#脚本:

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public float speed = 6f;            // The speed that the player will move at.

    Vector3 movement;                   // The vector to store the direction of the player's movement.
    Animator anim;                      // Reference to the animator component.
    Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
    int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
    float camRayLength = 100f;          // The length of the ray from the camera into the scene.

    void Awake()
    {
        // Create a layer mask for the floor layer.
        floorMask = LayerMask.GetMask("Floor");

        // Set up references.
        anim = GetComponent<Animator>();
        playerRigidbody = GetComponent<Rigidbody>();
    }


    void FixedUpdate()
    {
        // Store the input axes.
        float h = Input.GetAxisRaw("Horizontal");
        float v = Input.GetAxisRaw("Vertical");

        // Move the player around the scene.
        Move(h, v);

        // Turn the player to face the mouse cursor.
        Turning();

        // Animate the player.
        Animating(h, v);
    }

    void Move(float h, float v)
    {
        // Set the movement vector based on the axis input.
        movement.Set(h, 0f, v);

        // Normalise the movement vector and make it proportional to the speed per second.
        movement = movement.normalized * speed * Time.deltaTime;

        // Move the player to it's current position plus the movement.
        playerRigidbody.MovePosition(transform.position + movement);
    }

    void Turning()
    {
        // Create a ray from the mouse cursor on screen in the direction of the camera.
        Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

        // Create a RaycastHit variable to store information about what was hit by the ray.
        RaycastHit floorHit;

        // Perform the raycast and if it hits something on the floor layer...
        if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
        {
            // Create a vector from the player to the point on the floor the raycast from the mouse hit.
            Vector3 playerToMouse = floorHit.point - transform.position;

            // Ensure the vector is entirely along the floor plane.
            playerToMouse.y = 0f;

            // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
            Quaternion newRotation = Quaternion.LookRotation(playerToMouse);

            // Set the player's rotation to this new rotation.
            playerRigidbody.MoveRotation(newRotation);
        }
    }

    void Animating(float h, float v)
    {
        // Create a boolean that is true if either of the input axes is non-zero.
        bool walking = h != 0f || v != 0f;

        // Tell the animator whether or not the player is walking.
        anim.SetBool("IsWalking", walking);
    }
}

现在的问题是,当我对玩家行走时,他会处于闲置状态。有时他会进入移动状态,但并非总是如此。我有什么问题?我在动画制作工具和检查员标签中制作了完全相同的代码和动画。

1 个答案:

答案 0 :(得分:1)

您应该尝试将ExitTime设置为false。

启用时,表示动画仍将由ExitTime值播放。因此,例如,如果ExitTime为1,则整个空闲动画必须在转换之前完成。如果你在那段时间内停止移动,那么布尔值会回到空闲状态,你不会看到行走的动画。将其设置为false意味着您希望立即进行转换。