加入角色“Xiaoming",增加休闲和跑步动作

This commit is contained in:
2026-05-17 15:04:41 +08:00
parent f432cfa92f
commit f071dc9052
19 changed files with 2193 additions and 28 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RandomIdleSelector : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
// Random.value 会返回一个 0.0 到 1.0 之间的随机浮点数
float randomValue = Random.value;
// 写入参数,Animator 会根据上面配置的 Conditions 自动分流
animator.SetFloat("IdleRandom", randomValue);
}
}
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