欠下的技术债总归是要还的
起因
当初为了实现一个当动画执行结束后,维护一个变量值的功能,在需要维护的状态下动画的最后一帧每一个后面增加一个Event,调用脚本,今天突然发现StateMachineBehaviors功能,之前的处理方式真是抠脚…
Unity官方例子写的非常清楚,之前的需求只需要写在OnStateExit函数中即可…
using UnityEngine;
public class AttackBehaviour : StateMachineBehaviour
{
public GameObject particle;
public float radius;
public float power;
protected GameObject clone;
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
clone = Instantiate(particle, animator.rootPosition, Quaternion.identity) as GameObject;
Rigidbody rb = clone.GetComponent<Rigidbody>();
rb.AddExplosionForce(power, animator.rootPosition, radius, 3.0f);
}
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Destroy(clone);
}
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack Update ");
}
override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack Move ");
}
override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("On Attack IK ");
}
}