第六周1

更改了一下动画机


再者是将Boss的注册函数的脚本重新更新了一部分,同时将部分与动画机相关的代码补充进了具体类实现中

	//追击(其实就是跑步
	public static void FSM_TraceAnim(Animator pAnimator){
		pAnimator.SetBool ("Trace", true);
		pAnimator.SetBool ("Walk", false);
		pAnimator.SetBool ("Fly", false);
		pAnimator.SetBool ("Relax", false);
		pAnimator.SetBool ("Attack", false);
		pAnimator.SetBool ("CallOthers", false);
	}
	//行走
	public static void FSM_WalkAnim(Animator pAnimator){
		pAnimator.SetBool ("Trace", false);
		pAnimator.SetBool ("Walk", true);
		pAnimator.SetBool ("Fly", false);
		pAnimator.SetBool ("Relax", false);
		pAnimator.SetBool ("Attack", false);
		pAnimator.SetBool ("CallOthers", false);
	}
	//飞行
	public static void FSM_FlyAnim(Animator pAnimator){
		pAnimator.SetBool ("Trace", false);
		pAnimator.SetBool ("Walk", false);
		pAnimator.SetBool ("Fly", true);
		pAnimator.SetBool ("Relax", false);
		pAnimator.SetBool ("Attack", false);
		pAnimator.SetBool ("CallOthers", false);
	}
	//休息
	public static void FSM_RelaxAnim(Animator pAnimator){
		pAnimator.SetBool ("Trace", false);
		pAnimator.SetBool ("Walk", false);
		pAnimator.SetBool ("Fly", false);
		pAnimator.SetBool ("Relax", true);
		pAnimator.SetBool ("Attack", false);
		pAnimator.SetBool ("CallOthers", false);
	}
		//攻击(相当于开启一个大的按钮,只是具体攻击类型还没分
	public static void FSM_AttackAnim(Animator pAnimator){
		pAnimator.SetBool ("Trace", false);
		pAnimator.SetBool ("Walk", false);
		pAnimator.SetBool ("Fly", false);
		pAnimator.SetBool ("Relax", false);
		pAnimator.SetBool ("Attack", true);
		pAnimator.SetBool ("CallOthers", false);
	}
	//呼叫队友(小兵)
	public static void FSM_CallOthersAnim(Animator pAnimator){
		pAnimator.SetBool ("Trace", false);
		pAnimator.SetBool ("Walk", false);
		pAnimator.SetBool ("Fly", false);
		pAnimator.SetBool ("Relax", false);
		pAnimator.SetBool ("Attack", false);
		pAnimator.SetBool ("CallOthers", true);
	}
攻击部分还要依据模型和动画继续更新。

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转载自blog.csdn.net/vancooler/article/details/80216586