unity用代码为状态机中的所有动画添加StateMachineBehaviour
时间: 2024-09-27 17:06:05 浏览: 56
在Unity中,为了在状态机(StateMachine)中为所有的动画添加`StateMachineBehaviour`,你需要创建一个自定义的行为脚本,并让它继承自` AnimatorStateInfo`接口或其派生类。`StateMachineBehaviour`是一个基础类,用于响应动画状态变化并执行自定义操作。
以下是一个简单的步骤:
1. 创建一个新C#脚本,例如叫`MyAnimationStateMachine`:
```csharp
using UnityEngine;
using System.Collections;
public class MyAnimationStateMachine : MonoBehaviour, IStateMachineBehaviour
{
public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
// 在进入状态时执行的代码,如初始化动画变量或播放音效
Debug.Log("Entering state: " + stateInfo.name);
}
public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
// 更新状态下运行的代码,如持续的动作更新
if (Input.GetKeyDown(KeyCode.Space))
{
animator.SetBool("IsRunning", !animator.GetBool("IsRunning"));
}
}
public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
// 离开状态时执行的清理工作,如停止动画
Debug.Log("Exiting state: " + stateInfo.name);
}
public void OnStateTransition(Animator animator, AnimatorStateInfo oldState, AnimatorStateInfo newState, int layerIndex)
{
// 当状态改变时执行的代码,例如切换条件逻辑
Debug.WriteLine($"Transition from {oldState.name} to {newState.name}");
}
public bool IsInterruptible => false; // 设置是否允许中断这个行为
}
```
2. 将此脚本添加到需要拥有状态机行为的任何GameObject上,然后在Unity编辑器里设置该组件为动画状态的行为。
3. 在Unity的状态机编辑器中,为每个动画序列分配一个行为。你可以将`MyAnimationStateMachine`添加到`StateMachine`节点下,或者直接拖放到各个状态节点上。
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