Unity3D仿星露谷物语开发23之拿起道具的动画
1、目标
当点击库存栏上可以carry的道具时,首先arms替换为carry状态,同时手上拿着被点击的道具。当再次点击同一个道具时,ams替换为idle状态,手上放下之前的道具。
这个最主要的是要学会使用AnimatorOverrideController类。
2、概念
AnimatorOverrideController类:用于控制动画其重写控制器的接口。
动画器重写控制器的用途是重写某个控制器的动画剪辑,从而为给定化身定制动画。在运行时基于相同的AnimatorController交换Animator.runtimeAnimatorController和AnimatorOverrideController不会重置状态机的当前状态。
(1)一般使用方法
定义变量:AnimatorOverrideController animatorOverrideController;
初始化变量:animatorOverrideController = new AnimatorOverrideController(animator.runtimeAnimatorController);
animator.runtimeAnimatorController = animatorOverrideController;
通过上面的赋值,后续对animatorOverrideController的修改将直接作用于animator.runtimeAnimatorController(运行态的动画控制器)。
运行中更新动画:animatorOverrideController["shot"] = weaponAnimationClip[weaponIndex];
(2)每帧更新多个动画剪辑
使用AnimatorOverrideController.ApplyOverrides方法,它能够将动画器剪辑绑定重新分配的数量减少到每次调用只有一个。
定义新老动画的映射:List<KeyValuePair<AnimationClip, AnimationClip>> clipOverrides;
初始化:animatorOverrideController.GetOverrides(clipOverrides);
运行中更新动画:animatorOverrideController.ApplyOverrides(clipOverrides);
其中ApplyOverrides函数:对该动画器重写控制器应用写列表
GetOverrides函数:获取该动画器重写控制器中当前定义的动画剪辑重写的列表。
3、思路
首先,创建SO_AnimationType类描述所有的动画剪辑。
其次,创建CharacterAttribute类定义想要替换的动画信息。
然后,基于AnimatorOverrideController类,根据CharacterAttribute类定义的动画信息,将Player下所有当前状态的动画替换为CharacterAttribute类定义的动画。
最后,如果是carry状态,给Player下的equippedItem对象赋以点击道具的图像。
4、创建可交互的动画的描述类
在Assets -> Scripts -> Animation下创建SO_AnimationType.cs脚本。
[CreateAssetMenu(fileName = "so_AnimationType", menuName = "Scriptable Objects/Animation/Animation Type")]
public class SO_AnimationType : ScriptableObject
{public AnimationClip animationClip; // a reference to the actual animation clip 动画剪辑public AnimationName animationName; // an enum of the animation name like "AnimationName.IdleUp" 动画名称public CharacterPartAnimator characterPart; // the gameobject name the Animator is on that controls these animation clips e.g. "arms" 动画位置对象public PartVariantColour partVariantColour; // to enable colour variations on a animation type to be specified e.g. "none", "bronze", "silver", "gold" 动画颜色变化public PartVariantType partVariantType; // the variant type to specify what variant this animation type refers to e.g. "none", "carry", "hoe", "pickaxe", "axe"..etc 动画类型
}
5、创建一个角色属性结构描述想要交换的动画
在Assets -> Scripts -> Animation 下创建CharacterAttribute.cs脚本,目标动画剪辑的属性结构。
[System.Serializable]
public struct CharacterAttribute
{public CharacterPartAnimator characterPart; // 示例: CharacterPartAnimator.arms 动画位置对象public PartVariantColour partVariantColour; // 示例: ParVariantColour.none 动画颜色变化public PartVariantType partVariantType; // 示例: PartVariantType.carry 动画类型public CharacterAttribute(CharacterPartAnimator characterPart, PartVariantColour partVariantColour, PartVariantType partVariantType) {this.characterPart = characterPart;this.partVariantColour = partVariantColour;this.partVariantType = partVariantType;}
}
6、创建Enum对象
在Assets -> Scripts -> Enums -> Enums.cs 中增加如下信息:
public enum AnimationName
{idleDown,idleUp,idleLeft,idleRight,walkUp,walkDown,walkLeft,walkRight,runUp,runDown,runLeft,runRight,useToolUp,useToolDown,useToolLeft,useToolRight,swingToolUp,swingToolDown,swingToolLeft,swingToolRight,liftToolUp,liftToolDown,liftToolLeft,liftToolRight,holdToolUp,holdToolDown,holdToolLeft,holdToolRight,pickUp,pickDown,pickLeft,pickRight,count
}public enum CharacterPartAnimator
{body,arms,hair,tool,hat,count
}public enum PartVariantColour
{none,count
}public enum PartVariantType
{none,carry,hoe,pickaxe,axe,scythe,wateringCan,count
}
7、创建动画重写控制器AnimationOverrides
流程:
1)创建2个动画剪辑的映射,第1个是 动画剪辑 到 动画描述类的映射,第2个是 动画表示名 到 动画描述类的映射。
2)通过配置的动画描述信息,分别填充上一步的两个映射表。
3)输入characterAttributesList,需要的动作的动画描述信息,比如partVariantType为carry的动画描述。
4)根据characterPart(比如arm)扫描当前角色下已有的动画剪辑,找到characterPart这个名称的动画剪辑为currentAnimator
5)找到characterPart对应controller下所有的动画剪辑,得到animationsList列表
我们找到了arms的animatorController,
再点击进入控制器的Run分类,
点击RunRight,其对应的动画剪辑为ArmsNoneNoneRunRight = characterPart + partVariantColour + partVariantType + animationName。
6)在animationsList列表中,依次遍历得到动画剪辑animationClip对应的动画描述类so_AnimationType(已有的动画)
7)然后根据characterAttribute(目标动画属性结构)中的信息+ 动画名称(比如RunRight)搜索目标动画剪辑swapSO_AnimationType
8)然后将animationClip 和 swapSO_AnimationType.animationClip的动画剪辑KeyValuePair<AnimationClip, AnimationClip>结构的animsKeyValuePairList中
9)通过aoc.ApplyOverrides让这些动画剪辑替换生效。
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class AnimationOverrides : MonoBehaviour
{[SerializeField] private GameObject character = null;[SerializeField] private SO_AnimationType[] soAnimationTypeArray = null;private Dictionary<AnimationClip, SO_AnimationType> animationTypeDictionaryByAnimation;private Dictionary<string, SO_AnimationType> animationTypeDictionaryByCompositeAttributeKey;private void Start(){// Initialise animation type dictionary keyed by animation clipanimationTypeDictionaryByAnimation = new Dictionary<AnimationClip, SO_AnimationType>();foreach(SO_AnimationType item in soAnimationTypeArray){animationTypeDictionaryByAnimation.Add(item.animationClip, item);}// Initialise animation type dictionary keyed by stringanimationTypeDictionaryByCompositeAttributeKey = new Dictionary<string, SO_AnimationType>();foreach (SO_AnimationType item in soAnimationTypeArray) {string key = item.characterPart.ToString() + item.partVariantColour.ToString() + item.partVariantType.ToString() + item.animationName.ToString();animationTypeDictionaryByCompositeAttributeKey.Add(key, item);}}public void ApplyCharacterCustomisationParameters(List<CharacterAttribute> characterAttributesList){// Loop through all character attributes and set the animation override controller for eachforeach (CharacterAttribute characterAttribute in characterAttributesList){Animator currentAnimator = null;List<KeyValuePair<AnimationClip, AnimationClip>> animsKeyValuePairList = new List<KeyValuePair<AnimationClip, AnimationClip>>();string animatorSOAssetName = characterAttribute.characterPart.ToString();// Find animators in scene that match scriptable object animator typeAnimator[] animatorArray = character.GetComponentsInChildren<Animator>();foreach (Animator animator in animatorArray){if (animator.name == animatorSOAssetName){currentAnimator = animator;break;}}// Get base current animations for animatorAnimatorOverrideController aoc = new AnimatorOverrideController(currentAnimator.runtimeAnimatorController);List<AnimationClip> animationsList = new List<AnimationClip>(aoc.animationClips);foreach (AnimationClip animationClip in animationsList){// find animation in dictionarySO_AnimationType so_AnimationType;bool foundAnimation = animationTypeDictionaryByAnimation.TryGetValue(animationClip, out so_AnimationType);if (foundAnimation){string key = characterAttribute.characterPart.ToString() + characterAttribute.partVariantColour.ToString() +characterAttribute.partVariantType.ToString() + so_AnimationType.animationName.ToString(); // 目标动画stringSO_AnimationType swapSO_AnimationType;bool foundSwapAnimation = animationTypeDictionaryByCompositeAttributeKey.TryGetValue(key, out swapSO_AnimationType);if (foundSwapAnimation){AnimationClip swapAnimationClip = swapSO_AnimationType.animationClip;animsKeyValuePairList.Add(new KeyValuePair<AnimationClip, AnimationClip>(animationClip, swapAnimationClip));}}}// Apply animation updates to animation override controller and then update animator with the new controlleraoc.ApplyOverrides(animsKeyValuePairList);currentAnimator.runtimeAnimatorController = aoc;}}}
8、修改Player.cs脚本
创建相关的变量:
private AnimationOverrides animationOverrides; // 动画重写控制器
private List<CharacterAttribute> characterAttributeCustomisationList; // 目标动作列表[Tooltip("Should be populated in the prefab with the equippped item sprite renderer")]
[SerializeField] private SpriteRenderer equippedItemSpriteRenderer = null; // 武器的图片
在Awake中初始化相关变量:
// Initialise swappable character attributes
armsCharacterAttribute = new CharacterAttribute(CharacterPartAnimator.arms, PartVariantColour.none, PartVariantType.none);// Initialise character attribute list
characterAttributeCustomisationList = new List<CharacterAttribute>();
展示拿起物体/放下物体的动画:
public void ShowCarriedItem(int itemCode){ItemDetails itemDetails = InventoryManager.Instance.GetItemDetails(itemCode);if(itemDetails != null){equippedItemSpriteRenderer.sprite = itemDetails.itemSprite;equippedItemSpriteRenderer.color = new Color(1f, 1f, 1f, 1f);// Apply 'carry' character arms customisationarmsCharacterAttribute.partVariantType = PartVariantType.carry;characterAttributeCustomisationList.Clear();characterAttributeCustomisationList.Add(armsCharacterAttribute);animationOverrides.ApplyCharacterCustomisationParameters(characterAttributeCustomisationList);isCarrying = true;}}public void ClearCarriedItem(){equippedItemSpriteRenderer.sprite = null;equippedItemSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);// Apply base character arms customisationarmsCharacterAttribute.partVariantType = PartVariantType.none;characterAttributeCustomisationList.Clear();characterAttributeCustomisationList.Add(armsCharacterAttribute);animationOverrides.ApplyCharacterCustomisationParameters(characterAttributeCustomisationList);isCarrying = false;}
完整的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Player : SingletonMonobehaviour<Player>
{private AnimationOverrides animationOverrides; // 动画重写控制器private List<CharacterAttribute> characterAttributeCustomisationList; // 目标动作列表[Tooltip("Should be populated in the prefab with the equippped item sprite renderer")][SerializeField] private SpriteRenderer equippedItemSpriteRenderer = null; // 武器的图片// Player attributes that can be swappedprivate CharacterAttribute armsCharacterAttribute;private CharacterAttribute toolCharacterAttribute;private float xInput;private float yInput;private bool isWalking;private bool isRunning;private bool isIdle;private bool isCarrying = false;private ToolEffect toolEffect = ToolEffect.none;private bool isUsingToolRight;private bool isUsingToolLeft;private bool isUsingToolUp;private bool isUsingToolDown;private bool isLiftingToolRight;private bool isLiftingToolLeft;private bool isLiftingToolUp;private bool isLiftingToolDown;private bool isPickingRight;private bool isPickingLeft;private bool isPickingUp;private bool isPickingDown;private bool isSwingToolRight;private bool isSwingToolLeft;private bool isSwingToolUp;private bool isSwingToolDown;private Camera mainCamera;private Rigidbody2D rigidbody2D;private Direction playerDirection;private float movementSpeed;private bool _playerInputIsDisabled = false;public bool PlayerInputIsDisabled { get => _playerInputIsDisabled; set => _playerInputIsDisabled = value; }protected override void Awake(){base.Awake();rigidbody2D = GetComponent<Rigidbody2D>();animationOverrides = GetComponentInChildren<AnimationOverrides>();// Initialise swappable character attributesarmsCharacterAttribute = new CharacterAttribute(CharacterPartAnimator.arms, PartVariantColour.none, PartVariantType.none);// Initialise character attribute listcharacterAttributeCustomisationList = new List<CharacterAttribute>();mainCamera = Camera.main;}private void Update(){#region Player Inputif (!PlayerInputIsDisabled){ResetAnimationTrigger();PlayerMovementInput();PlayerWalkInput();// Send event to any listeners for player movement inputEventHandler.CallMovementEvent(xInput, yInput, isWalking, isRunning, isIdle, isCarrying, toolEffect,isUsingToolRight, isUsingToolLeft, isUsingToolUp, isUsingToolDown,isLiftingToolRight, isLiftingToolLeft, isLiftingToolUp, isLiftingToolDown,isPickingRight, isPickingLeft, isPickingUp, isPickingDown,isSwingToolRight, isSwingToolLeft, isSwingToolUp, isSwingToolDown,false, false, false, false);}#endregion Player Input}private void FixedUpdate(){PlayerMovement();}/// <summary>/// 展示拿东西的动画/// </summary>/// <param name="itemCode"></param>public void ShowCarriedItem(int itemCode){ItemDetails itemDetails = InventoryManager.Instance.GetItemDetails(itemCode);if(itemDetails != null){equippedItemSpriteRenderer.sprite = itemDetails.itemSprite;equippedItemSpriteRenderer.color = new Color(1f, 1f, 1f, 1f);// Apply 'carry' character arms customisationarmsCharacterAttribute.partVariantType = PartVariantType.carry;characterAttributeCustomisationList.Clear();characterAttributeCustomisationList.Add(armsCharacterAttribute);animationOverrides.ApplyCharacterCustomisationParameters(characterAttributeCustomisationList);isCarrying = true;}}public void ClearCarriedItem(){equippedItemSpriteRenderer.sprite = null;equippedItemSpriteRenderer.color = new Color(1f, 1f, 1f, 0f);// Apply base character arms customisationarmsCharacterAttribute.partVariantType = PartVariantType.none;characterAttributeCustomisationList.Clear();characterAttributeCustomisationList.Add(armsCharacterAttribute);animationOverrides.ApplyCharacterCustomisationParameters(characterAttributeCustomisationList);isCarrying = false;}private void PlayerMovement(){Vector2 move = new Vector2(xInput * movementSpeed * Time.deltaTime, yInput * movementSpeed * Time.deltaTime);rigidbody2D.MovePosition(rigidbody2D.position + move);}private void ResetAnimationTrigger(){toolEffect = ToolEffect.none;isUsingToolRight = false;isUsingToolLeft = false;isUsingToolUp = false;isUsingToolDown = false;isLiftingToolRight = false;isLiftingToolLeft = false;isLiftingToolUp = false;isLiftingToolDown = false;isPickingRight = false;isPickingLeft = false;isPickingUp = false;isPickingDown = false;isSwingToolRight = false;isSwingToolLeft = false;isSwingToolUp = false;isSwingToolDown = false;}private void PlayerMovementInput(){xInput = Input.GetAxisRaw("Horizontal");yInput = Input.GetAxisRaw("Vertical");// 斜着移动if (xInput != 0 && yInput != 0) {xInput = xInput * 0.71f;yInput = yInput * 0.71f;}// 在移动if (xInput != 0 || yInput != 0) {isRunning = true;isWalking = false;isIdle = false;movementSpeed = Settings.runningSpeed;// Capture player direction for save gameif (xInput < 0){playerDirection = Direction.left;}else if (xInput > 0){playerDirection = Direction.right;}else if (yInput < 0){playerDirection = Direction.down;}else{playerDirection = Direction.up;}}else if(xInput == 0 && yInput == 0){isRunning = false;isWalking = false;isIdle = true;}}// 按住Shift键移动为walkprivate void PlayerWalkInput(){if(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)){isRunning = false;isWalking = true;isIdle = false;movementSpeed = Settings.walkingSpeed;}else{isRunning = true;isWalking = false;isIdle = false;movementSpeed = Settings.runningSpeed;}}public Vector3 GetPlayerViewportPosition(){// Vector3 viewport position for player (0,0) viewport bottom left, (1,1) viewport top rightreturn mainCamera.WorldToViewportPoint(gameObject.transform.position);}public void DisablePlayerInputAndResetMovement(){DisablePlayerInpupt();ResetMovement();// Send event to any listeners for player movement inputEventHandler.CallMovementEvent(xInput, yInput, isWalking, isRunning, isIdle, isCarrying, toolEffect,isUsingToolRight, isUsingToolLeft, isUsingToolUp, isUsingToolDown,isLiftingToolRight, isLiftingToolLeft, isLiftingToolUp, isLiftingToolDown,isPickingRight, isPickingLeft, isPickingUp, isPickingDown,isSwingToolRight, isSwingToolLeft, isSwingToolUp, isSwingToolDown,false, false, false, false);}private void ResetMovement(){// Reset movementxInput = 0f;yInput = 0f;isRunning = false;isWalking = false;isIdle = true;}public void DisablePlayerInpupt(){PlayerInputIsDisabled = true;}public void EnablePlayerInput(){PlayerInputIsDisabled = false;}
}
9、修改UIInventorySlot.cs脚本
在SetSelectedItem中新增如下代码:
if (itemDetails.canBeCarried == true)
{// Show player carrying itemPlayer.Instance.ShowCarriedItem(itemDetails.itemCode);
}
else
{Player.Instance.ClearCarriedItem();
}
在ClearSelectedItem中新增如下代码:
// Clear player carrying item
Player.Instance.ClearCarriedItem();
完整的代码如下:
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;public class UIInventorySlot : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{private Camera mainCamera;private Transform parentItem; // 场景中的物体父类private GameObject draggedItem; // 被拖动的物体private Canvas parentCanvas;public Image inventorySlotHighlight;public Image inventorySlotImage;public TextMeshProUGUI textMeshProUGUI;[SerializeField] private UIInventoryBar inventoryBar = null;[SerializeField] private GameObject itemPrefab = null;[SerializeField] private int slotNumber = 0; // 插槽的序列号[SerializeField] private GameObject inventoryTextBoxPrefab = null;[HideInInspector] public ItemDetails itemDetails;[HideInInspector] public int itemQuantity;[HideInInspector] public bool isSelected = false;private void Awake(){parentCanvas = GetComponentInParent<Canvas>();}private void Start(){mainCamera = Camera.main;parentItem = GameObject.FindGameObjectWithTag(Tags.ItemsParentTransform).transform;}public void OnBeginDrag(PointerEventData eventData){if(itemDetails != null) {// Disable keyboard inputPlayer.Instance.DisablePlayerInputAndResetMovement();// Instatiate gameobject as dragged itemdraggedItem = Instantiate(inventoryBar.inventoryBarDraggedItem, inventoryBar.transform);// Get image for dragged itemImage draggedItemImage = draggedItem.GetComponentInChildren<Image>();draggedItemImage.sprite = inventorySlotImage.sprite;SetSelectedItem();}}public void OnDrag(PointerEventData eventData){// move game object as dragged itemif(!draggedItem != null){draggedItem.transform.position = Input.mousePosition;}}public void OnEndDrag(PointerEventData eventData){// Destroy game object as dragged itemif (draggedItem != null) {Destroy(draggedItem);// if drag ends over inventory bar, get item drag is over and swap thenif (eventData.pointerCurrentRaycast.gameObject != null && eventData.pointerCurrentRaycast.gameObject.GetComponent<UIInventorySlot>() != null) {// get the slot number where the drag endedint toSlotNumber = eventData.pointerCurrentRaycast.gameObject.GetComponent<UIInventorySlot>().slotNumber;// Swap inventory items in inventory listInventoryManager.Instance.SwapInventoryItems(InventoryLocation.player, slotNumber, toSlotNumber);// Destroy inventory text boxDestroyInventoryTextBox();// Clear selected itemClearSelectedItem();}else{// else attemp to drop the item if it can be droppedif (itemDetails.canBeDropped){DropSelectedItemAtMousePosition();}}// Enable player inputPlayer.Instance.EnablePlayerInput();}}/// <summary>/// Drops the item(if selected) at the current mouse position. called by the DropItem event/// </summary>private void DropSelectedItemAtMousePosition(){if(itemDetails != null && isSelected){Vector3 worldPosition = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -mainCamera.transform.position.z));// Create item from prefab at mouse positionGameObject itemGameObject = Instantiate(itemPrefab, worldPosition, Quaternion.identity, parentItem);Item item = itemGameObject.GetComponent<Item>();item.ItemCode = itemDetails.itemCode;// Remove item from player's inventoryInventoryManager.Instance.RemoveItem(InventoryLocation.player, item.ItemCode);// If no more of item then clear selectedif(InventoryManager.Instance.FindItemInInventory(InventoryLocation.player, item.ItemCode) == -1){ClearSelectedItem();}}}public void OnPointerEnter(PointerEventData eventData){// Populate text box with item detailsif(itemQuantity != 0){// Instantiate inventory text boxinventoryBar.inventoryTextBoxGameobject = Instantiate(inventoryTextBoxPrefab, transform.position, Quaternion.identity);inventoryBar.inventoryTextBoxGameobject.transform.SetParent(parentCanvas.transform, false);UIInventoryTextBox inventoryTextBox = inventoryBar.inventoryTextBoxGameobject.GetComponent<UIInventoryTextBox>();// Set item type descriptionstring itemTypeDescription = InventoryManager.Instance.GetItemTypeDescription(itemDetails.itemType);// Populate text boxinventoryTextBox.SetTextboxText(itemDetails.itemDescription, itemTypeDescription, "", itemDetails.itemLongDescription, "", "");// Set text box position according to inventory bar positionif (inventoryBar.IsInventoryBarPositionBottom){inventoryBar.inventoryTextBoxGameobject.GetComponent<RectTransform>().pivot = new Vector2(0.5f, 0f);inventoryBar.inventoryTextBoxGameobject.transform.position = new Vector3(transform.position.x, transform.position.y + 50f, transform.position.z);}else{inventoryBar.inventoryTextBoxGameobject.GetComponent<RectTransform>().pivot = new Vector2(0.5f, 1f);inventoryBar.inventoryTextBoxGameobject.transform.position = new Vector3(transform.position.x, transform.position.y - 50f, transform.position.z);}}}public void OnPointerExit(PointerEventData eventData){DestroyInventoryTextBox();}private void DestroyInventoryTextBox(){if (inventoryBar.inventoryTextBoxGameobject != null) {Destroy(inventoryBar.inventoryTextBoxGameobject);}}public void OnPointerClick(PointerEventData eventData){// if left clickif (eventData.button == PointerEventData.InputButton.Left){// if inventory slot currently selected then deselectif (isSelected == true){ClearSelectedItem();}else // 未被选中且有东西则显示选中的效果{if(itemQuantity > 0){SetSelectedItem();}}}}/// <summary>/// Set this inventory slot item to be selected/// </summary>private void SetSelectedItem(){// Clear currently highlighted itemsinventoryBar.ClearHighlightOnInventorySlots();// Highlight item on inventory barisSelected = true;// Set highlighted inventory slotsinventoryBar.SetHighlightedInventorySlots();// Set item selected in inventoryInventoryManager.Instance.SetSelectedInventoryItem(InventoryLocation.player, itemDetails.itemCode);if (itemDetails.canBeCarried == true){// Show player carrying itemPlayer.Instance.ShowCarriedItem(itemDetails.itemCode);}else {Player.Instance.ClearCarriedItem();}}private void ClearSelectedItem(){// Clear currently highlighted iteminventoryBar.ClearHighlightOnInventorySlots();isSelected = false;// set no item selected in inventoryInventoryManager.Instance.ClearSelectedInventoryItem(InventoryLocation.player);// Clear player carrying itemPlayer.Instance.ClearCarriedItem();}
}
10、创建对象/资源
(1)创建动画描述资源
在Assets -> Scriptable Object Assets下创建Animation目录。
在其下再新建Animation Types的目录,在其下再创建arms的目录,在其下再创建NoneCarry(partVariantColour=None, partVariantType=Carry)和NoneNone的目录。
新建动画描述示例:
创建的内容罗列如下:其中NoneCarryxxx的放在NoneCarry目录下,NoneNonexxx的放在NoneNone目录下。
Name | Animation Clip | Animation Name | Character Part | Part Variant Colour | Part Variant Type |
ArmsNoneCarryIdleDown | ArmsNoneCarryIdleDown | Idle Down | Arms | None | Carry |
ArmsNoneCarryIdleLeft | ArmsNoneCarryIdleLeft | Idle Left | Arms | None | Carry |
ArmsNoneCarryIdleRight | ArmsNoneCarryIdleRight | Idle Right | Arms | None | Carry |
ArmsNoneCarryIdleUp | ArmsNoneCarryIdleUp | Idle Up | Arms | None | Carry |
ArmsNoneCarryRunDown | ArmsNoneCarryRunDown | Run Down | Arms | None | Carry |
ArmsNoneCarryRunLeft | ArmsNoneCarryRunLeft | Run Left | Arms | None | Carry |
ArmsNoneCarryRunRight | ArmsNoneCarryRunRight | Run Right | Arms | None | Carry |
ArmsNoneCarryRunUp | ArmsNoneCarryRunUp | Run Up | Arms | None | Carry |
ArmsNoneCarryWalkDown | ArmsNoneCarryWalkDown | Walk Down | Arms | None | Carry |
ArmsNoneCarryWalkLeft | ArmsNoneCarryWalkLeft | Walk Left | Arms | None | Carry |
ArmsNoneCarryWalkRight | ArmsNoneCarryWalkRight | Walk Right | Arms | None | Carry |
ArmsNoneCarryWalkUp | ArmsNoneCarryWalkUp | Walk Up | Arms | None | Carry |
ArmsNoneNoneIdleDown | ArmsNoneNoneIdleDown | Idle Down | Arms | None | None |
ArmsNoneNoneIdleLeft | ArmsNoneNoneIdleLeft | Idle Left | Arms | None | None |
ArmsNoneNoneIdleRight | ArmsNoneNoneIdleRight | Idle Right | Arms | None | None |
ArmsNoneNoneIdleUp | ArmsNoneNoneIdleUp | Idle Up | Arms | None | None |
ArmsNoneNoneRunDown | ArmsNoneNoneRunDown | Run Down | Arms | None | None |
ArmsNoneNoneRunLeft | ArmsNoneNoneRunLeft | Run Left | Arms | None | None |
ArmsNoneNoneRunRight | ArmsNoneNoneRunRight | Run Right | Arms | None | None |
ArmsNoneNoneRunUp | ArmsNoneNoneRunUp | Run Up | Arms | None | None |
ArmsNoneNoneWalkDown | ArmsNoneNoneWalkDown | Walk Down | Arms | None | None |
ArmsNoneNoneWalkLeft | ArmsNoneNoneWalkLeft | Walk Left | Arms | None | None |
ArmsNoneNoneWalkRight | ArmsNoneNoneWalkRight | Walk Right | Arms | None | None |
ArmsNoneNoneWalkUp | ArmsNoneNoneWalkUp | Walk Up | Arms | None | None |
(2)创建动画重写控制器物体
在Hierarchy -> Player下创建新物体命名为CharacterCustomiser。
添加Animation Overriders组件。
(3)修改equippedItem对象
修改position y 为1.5。
(4)Player对象设置equip对象
运行程序,效果如下:
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