name | 参数名称。 |
id | 参数 ID。 |
设置给定触发器参数的值。
该方法允许您设置(即激活)动画触发器,以使动画控制器的状态机中的流程发生更改。动画参数页面描述了 Animator Controller Parameters 窗口的用途。Trigger
是 4 个可选选项之一。选择该选项会将 Trigger
添加到所选参数的列表中。将其添加到所选列表后,可以为其命名。与同样具有 true/false
选项的 bool
不同,Trigger
的 true
选项会自动返回到 false
。一个典型的示例是用于 Jump 选项。如果在运行期间输入该选项,角色将跳跃。跳跃完成后,角色恢复为上一个动作(可能是行走或跑步状态)。
下面的示例脚本使用 SetTrigger 在按 UpArrow
或 DownArrow
时激活 Jump 或 Crouch 触发器。
//Attach this script to a GameObject with an Animator component attached. //For this example, create parameters in the Animator and name them “Crouch” and “Jump” //Apply these parameters to your transitions between states
//This script allows you to trigger an Animator parameter and reset the other that could possibly still be active. Press the up and down arrow keys to do this.
using UnityEngine;
public class Example : MonoBehaviour { Animator m_Animator;
void Start() { //Get the Animator attached to the GameObject you are intending to animate. m_Animator = gameObject.GetComponent<Animator>(); }
void Update() { //Press the up arrow button to reset the trigger and set another one if (Input.GetKey(KeyCode.UpArrow)) { //Reset the "Crouch" trigger m_Animator.ResetTrigger("Crouch");
//Send the message to the Animator to activate the trigger parameter named "Jump" m_Animator.SetTrigger("Jump"); }
if (Input.GetKey(KeyCode.DownArrow)) { //Reset the "Jump" trigger m_Animator.ResetTrigger("Jump");
//Send the message to the Animator to activate the trigger parameter named "Crouch" m_Animator.SetTrigger("Crouch"); } } }
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