45 lines
1.7 KiB
C#
45 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RandomIdleSelector : StateMachineBehaviour
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{
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
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//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateMove is called right after Animator.OnAnimatorMove()
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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// // Implement code that processes and affects root motion
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//}
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// OnStateIK is called right after Animator.OnAnimatorIK()
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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// // Implement code that sets up animation IK (inverse kinematics)
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//}
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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// Random.value 会返回一个 0.0 到 1.0 之间的随机浮点数
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float randomValue = Random.value;
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// 写入参数,Animator 会根据上面配置的 Conditions 自动分流
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animator.SetFloat("IdleRandom", randomValue);
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}
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}
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