//在behavior里面不要写太多代码,写稳一点的代码保证正确的代码//
将FSM的Enter套接出来的方法:
传送给兄弟层:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FSMOnEnter : StateMachineBehaviour {
public string[] onEnterMessage;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
foreach (var msg in onEnterMessage)
{
animator.gameObject.SendMessage(msg); //将msg发送出去
}
}
}
测试在兄弟层是否收到:
在此Anmatior组件的兄弟层级写一串测试代码(testFSMOnEnter)观察这个代码是否能得到Anmatior组件发出来的信号:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class testFSMOnEnter : MonoBehaviour {
public void Onjump()
{
print("On Jump!!!!!");
}
}
这样将FSMOnEnter的size设置成1再将element写为测试用到的类,就会执行测试代码,说明FSMOnEnter成功被套接出来了。
发送给上层:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FSMOnEnter : StateMachineBehaviour {
public string[] onEnterMessage;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
foreach (var msg in onEnterMessage)
{
// animator.gameObject.SendMessage(msg); //将讯息(msg)发送给兄弟层
animator.gameObject.SendMessageUpwards(msg);//向上层发msg(讯息)
}
}
}
这样就可以在此组件(Animator)的上一层(ActorController)收到它的讯息;这样做的好处是将脚本挂载在高层级里面,方便观察。
public void Onjump()
{
print("On Jump!!!!!!!");//测试FSMOnEnter的讯号有没有发送到此层级
}
FSM On Exit 是同样的操作,增加熟练度。