FSM On Enter&Exit(套接出FSM On Enter&Exit方法)

//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。

猜你喜欢

转载自blog.csdn.net/weixin_44025382/article/details/84980870
FSM