Unity 2D角色动画状态切换

一,Idle状态

  1,选中角色,打开Animation动画面板;

  2,新建一个动画面板Idle;

  3,拖动相关角色状态图片,实现动画

二,run状态

  1,新建一个动画面板run;

  2,拖动相关角色状态图片,实现动画

三,jump状态

  1,新建一个动画面板jump;

  2,拖动相关角色状态图片,实现动画

四,打开角色对象的动画编辑器面板Animator;

  1,设置默认动作为idle;

  2,设置idle过渡到run的过渡线 ,设置run过渡到idle的过渡线;

    勾掉Has exit Time选项;

    Transtion Duration(s),设置为0;

  3,设置idle过渡到ump的过渡线 ,设置ump过渡到idle的过渡线;

    勾掉Has exit Time选项;

    Transtion Duration(s),设置为0; 

  4,设置run过渡到ump的过渡线 ;

    勾掉Has exit Time选项;

    Transtion Duration(s),设置为0;

五,设置动画过渡参数

  1,设置一个float-----speed;

  2,设置一个bool-----brouned;

  3,idle过渡到run的过渡线,Condition选择speed-----Greater-----0.1;

  4,run过渡到idle的过渡线,Condition选择speed-----Less-----0.1;

  5,idle过渡到jump的过渡线,Condition选择Grouned-----false;

  6,jump过渡到idle的过渡线,Condition选择Grouned-----true;

  7,run过渡到jump的过渡线,Condition选择Grouned-----false;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour {

    private Rigidbody2D m_rg;

    public float MoveSpeed;
    public float JumpSpeed;

    //在角色下添加一个空物体
    //设置一个跳跃监测点
    public Transform CheckPoint;
    //设置一个跳跃监测半径
    public float CheckRadius;
    //设置一个跳跃监测层---角色与地面的检测
    public LayerMask WhatIsGround;

    //角色默认是否着地--true
    public bool isGround;

    private Animator Anim;


    void Start () {

        m_rg = gameObject.GetComponent<Rigidbody2D>();
        Anim = gameObject.GetComponent<Animator>();
    }
    
    // Update is called once per frame
    void Update () {
        //
        isGround = Physics2D.OverlapCircle(CheckPoint.position, CheckRadius, WhatIsGround);


        //------------------Input.GetAxisRaw没有小数值,只有整数,不会产生缓动------------------
        //角色水平移动
        //按住D键,判断如果大于0,则向右开始移动
        if (Input.GetAxisRaw("Horizontal") > 0)
        {
            m_rg.velocity = new Vector2(MoveSpeed, m_rg.velocity.y);

            //设置自身缩放的值
            transform.localScale = new Vector2(1f,1f);
        }
        //角色水平移动
        //按住A键,判断如果小于0,则向左开始移动
        else if (Input.GetAxisRaw("Horizontal") < 0)
        {
            m_rg.velocity = new Vector2(-MoveSpeed, m_rg.velocity.y);

            //如果new Vector2(-1f, 1f)  x值为负数,则图片进行反转显示
            transform.localScale = new Vector2(-1f, 1f);
        }
        else
        //角色水平移动
        //松开按键,判断如果等于0,则停止移动
        {
            m_rg.velocity = new Vector2(0, m_rg.velocity.y);
        }

        //角色按下空格键实现跳跃
        //禁止二连跳
        //要先判断角色是否在地面上,在地面上可以跳,不在地面上则不能跳
        if (Input.GetButtonDown("Jump")&& isGround)
        {

            m_rg.velocity = new Vector2(m_rg.velocity.x,JumpSpeed);
        }


        Anim.SetFloat("Speed", m_rg.velocity.x);
        Anim.SetBool("Grouned", isGround);
    }
}

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转载自www.cnblogs.com/yueqingli/p/10120750.html