动画参数是在 Animator Controller 中定义的变量,可从脚本访问这些变量并向其赋值。这是脚本控制或影响状态机流程的方法。
例如,可通过动画曲线更新参数的值,然后从脚本访问参数以便可改变音效的音高(就像它是一段动画一样)。同样,脚本可设置被 Mecanim 拾取的参数值。例如,脚本可设置参数来控制混合树。
可使用 Animator 窗口的 Parameters 部分来设置默认参数值(可在 Animator 窗口的右上角进行选择)。这些参数可分为四个基本类型:
可使用以下 Animator 类中的函数,从脚本为参数赋值:SetFloat、SetInteger、SetBool、SetTrigger 和 ResetTrigger。
以下是基于用户输入和碰撞检测而修改参数的脚本示例。
using UnityEngine;
using System.Collections;
public class SimplePlayer : MonoBehaviour {
Animator animator;
// 使用此函数进行初始化
void Start () {
animator = GetComponent<Animator>();
}
// 每帧调用一次 Update
void Update () {
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
bool fire = Input.GetButtonDown("Fire1");
animator.SetFloat("Forward",v);
animator.SetFloat("Strafe",h);
animator.SetBool("Fire", fire);
}
void OnCollisionEnter(Collision col) {
if (col.gameObject.CompareTag("Enemy"))
{
animator.SetTrigger("Die");
}
}
}
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