在我的脚本中,当玩家位于平台顶部时,我就这样做了。 它工作正常。但是现在我想在播放剪辑“Down”时制作它。
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");
我希望当它完成播放时播放下来:
target.GetComponent<Animation>().Play("Down");
答案 0 :(得分:6)
虽然两个答案都应该有效,但是使用协程和IsPlaying
函数执行此操作的另一种方法。如果您还想在动画后执行其他任务,则使用协同程序解决方案。
适用于Animation
系统:
旧的Unity动画播放系统。除非您仍在使用旧的Unity版本,否则在新项目中应该不。
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");
}
适用于Animator
系统
这是新的Unity动画播放系统。新项目中的应该,而不是Animation
API。在性能方面,最好使用Animator.StringToHash
并将当前状态与散列数进行比较,而不是比较字符串的IsName
函数,因为散列是faster。
假设您有名为Jump
,Move
和Look
的州名。你得到如下所示的哈希值然后使用该功能进行播放并在下面等待它们:
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 。启动协程函数以在触发检测后播放动画:
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");
}
或强>
2 。将OnTriggerEnter
函数设为协程(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");
}
}
答案 1 :(得分:1)
一种方法是在不需要手动检查的情况下使用排队
target.GetComponent<Animation>().PlayQueued("Down", QueueMode.CompleteOthers);
此代码将在播放排队的动画之前等待当前正在该对象上播放的任何其他动画完成。