加一个动画版本开关
This commit is contained in:
parent
51cbcf60bc
commit
726693c408
|
@ -12,10 +12,11 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: 841ad42020e5c4c46be013e4341027d5, type: 3}
|
||||
m_Name: GameConfig
|
||||
m_EditorClassIdentifier:
|
||||
IsDebug: 1
|
||||
IsDebug: 0
|
||||
IsAutoLevel: 0
|
||||
UseDiamond: 0
|
||||
JumpText: 0
|
||||
IsSimpleAni: 1
|
||||
PlayerNear: Monster
|
||||
PlayerFar: Human
|
||||
EnemyNear: Monster
|
||||
|
|
|
@ -12,6 +12,7 @@ public class GameConfig : ConfigBase<GameConfig>
|
|||
public bool IsAutoLevel;
|
||||
public bool UseDiamond;
|
||||
public bool JumpText = true;
|
||||
public bool IsSimpleAni = true;
|
||||
|
||||
public string PlayerNear = "Monster";
|
||||
public string PlayerFar = "Human";
|
||||
|
|
|
@ -521,9 +521,10 @@ public class BlockManager : MonoBehaviour
|
|||
PetManager.Instance.Happy();
|
||||
}
|
||||
|
||||
#if !MERGE_SIMPLE_ANI
|
||||
pUnit.SetTrigger(SoldierACTrigger.TriggerHappy);
|
||||
#endif
|
||||
if (!GameConfig.Instance.IsSimpleAni)
|
||||
{
|
||||
pUnit.SetTrigger(SoldierACTrigger.TriggerHappy);
|
||||
}
|
||||
|
||||
pUnit.transform.localScale = Vector3.zero;
|
||||
pUnit.transform.DOScale(1, 0.5f).SetEase(Ease.OutBounce);
|
||||
|
|
|
@ -79,12 +79,14 @@ public class BlockSlot : MonoBehaviour
|
|||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
#if !MERGE_SIMPLE_ANI
|
||||
if (mUnit != null)
|
||||
if (!GameConfig.Instance.IsSimpleAni)
|
||||
{
|
||||
mUnit.SetTrigger(SoldierACTrigger.TriggerPickUp);
|
||||
if (mUnit != null)
|
||||
{
|
||||
mUnit.SetTrigger(SoldierACTrigger.TriggerPickUp);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
mDelPickUp?.Invoke(mIndex);
|
||||
}
|
||||
|
||||
|
@ -95,12 +97,14 @@ public class BlockSlot : MonoBehaviour
|
|||
|
||||
private void OnMouseUp()
|
||||
{
|
||||
#if !MERGE_SIMPLE_ANI
|
||||
if (mUnit != null)
|
||||
if (!GameConfig.Instance.IsSimpleAni)
|
||||
{
|
||||
mUnit.SetTrigger(SoldierACTrigger.TriggerPutDown);
|
||||
if (mUnit != null)
|
||||
{
|
||||
mUnit.SetTrigger(SoldierACTrigger.TriggerPutDown);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
mDelDrowDown?.Invoke(mIndex);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,10 +7,17 @@ public class AvatarGroup : MonoBehaviour
|
|||
{
|
||||
private Animator[] mAnimators;
|
||||
|
||||
List<string> mExcludeResetACs = new List<string>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
//mAnimators = GetComponentsInChildren<Animator>();
|
||||
mAnimators = new Animator[1] { GetComponentInChildren<Animator>()};
|
||||
|
||||
if (GameConfig.Instance.IsSimpleAni)
|
||||
{
|
||||
mExcludeResetACs = new List<string>() { "TriggerPickUp", "TriggerPutDown", "TriggerHappy", "TriggerAttack2", "TriggerAttack3" };
|
||||
}
|
||||
}
|
||||
|
||||
public void SetACTrigger(SoldierACTrigger pTrigger, float pSpeed = 1)
|
||||
|
@ -20,7 +27,10 @@ public class AvatarGroup : MonoBehaviour
|
|||
{
|
||||
for (int i = 0; i < mAnimators.Length; i++)
|
||||
{
|
||||
mAnimators[i].ResetTrigger(tTriggerName);
|
||||
if (!mExcludeResetACs.Contains(tTriggerName))
|
||||
{
|
||||
mAnimators[i].ResetTrigger(tTriggerName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -34,23 +44,14 @@ public class AvatarGroup : MonoBehaviour
|
|||
|
||||
public enum SoldierACTrigger
|
||||
{
|
||||
#if !MERGE_SIMPLE_ANI
|
||||
TriggerIdle,
|
||||
TriggerRun,
|
||||
TriggerHappy,
|
||||
TriggerPickUp,
|
||||
TriggerPutDown,
|
||||
TriggerHappy,
|
||||
TriggerRun,
|
||||
TriggerAttack,
|
||||
TriggerAttack2,
|
||||
TriggerAttack3,
|
||||
TriggerWin,
|
||||
TriggerDie
|
||||
#else
|
||||
TriggerIdle,
|
||||
TriggerRun,
|
||||
TriggerAttack,
|
||||
TriggerWin,
|
||||
TriggerDie
|
||||
#endif
|
||||
|
||||
}
|
|
@ -51,21 +51,24 @@ public class SoldierStateAttack : BaseState<SoldierUnit>
|
|||
mMaster.LookToTarget(mMaster.AttackTarget[0].RelativePos(mMaster.RelativePos()));
|
||||
|
||||
SoldierACTrigger tAtkTrigger = SoldierACTrigger.TriggerAttack;
|
||||
#if !MERGE_SIMPLE_ANI
|
||||
int tRandomNum = UnityEngine.Random.Range(1, 4);
|
||||
if (tRandomNum == 1)
|
||||
|
||||
if (!GameConfig.Instance.IsSimpleAni)
|
||||
{
|
||||
tAtkTrigger = SoldierACTrigger.TriggerAttack;
|
||||
int tRandomNum = UnityEngine.Random.Range(1, 4);
|
||||
if (tRandomNum == 1)
|
||||
{
|
||||
tAtkTrigger = SoldierACTrigger.TriggerAttack;
|
||||
}
|
||||
else if (tRandomNum == 2)
|
||||
{
|
||||
tAtkTrigger = SoldierACTrigger.TriggerAttack2;
|
||||
}
|
||||
else if (tRandomNum == 3)
|
||||
{
|
||||
tAtkTrigger = SoldierACTrigger.TriggerAttack3;
|
||||
}
|
||||
}
|
||||
else if (tRandomNum == 2)
|
||||
{
|
||||
tAtkTrigger = SoldierACTrigger.TriggerAttack2;
|
||||
}
|
||||
else if (tRandomNum == 3)
|
||||
{
|
||||
tAtkTrigger = SoldierACTrigger.TriggerAttack3;
|
||||
}
|
||||
#endif
|
||||
|
||||
mMaster.SetACTrigger(tAtkTrigger, Mathf.Max(mAtkAniLength / mMaster.AtkInterval, mAtkAniLength));
|
||||
|
||||
mActiveTimer.StartTimer(ActiveOnce, Mathf.Min(mAtkAniLength * 0.6f, mMaster.AtkInterval * 0.6f));
|
||||
|
|
Loading…
Reference in New Issue