项目有个需求,一整段非常长的Animator 动画, 分割成一份份的播放,我们点击相应的按钮就播放某个时间点的动画,废话不多说
新建一个空物体加上toggle group,
下面是一堆的toggle并在Group里加上父亲
private Animator myAnimator;
public List<Toggle> myTogglesList;
private float playTime;
public void Awake()
{
myAnimator = GameObject.Find("XXX/xxx").GetComponent<Animator>();
myTogglesList.AddRange(transform.GetComponentsInChildren<Toggle>());
}
public void Start()
{
base.Start();
for (int i = 0; i < myTogglesList.Count; i++)
{
Toggle go = myTogglesList[i];
myTogglesList[i].onValueChanged.AddListener((bool value) => OnClickBtn(go.gameObject, value));
}
}
void Update()
{
//playTime 得到当前时间点
playTime = myAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime;
Debug.Log(playTime);
if (myTogglesList[0].isOn && playTime > 0.1f)
{
//Animator.Play("ANI1", 0, 0f) 第一参数 ANI1动画名 第二参数0,为0层, 第三参数 0f,为开始时间
myAnimator.Play("ANI1", 0, 0f);
}
if (myTogglesList[1].isOn && playTime > 0.3f)
{
myAnimator.Play("ANI1", 0, 0.1f);
}
if (myTogglesList[2].isOn && playTime > 0.5f)
{
myAnimator.Play("ANI1", 0, 0.3f);
}
if (myTogglesList[3].isOn && playTime > 0.8f)
{
myAnimator.Play("ANI1", 0, 0.5f);
}
.........................
}
private void OnClickBtn(GameObject go, bool value)
{
switch (go.name)
{
case "btn01 (1)":
myAnimator.Play("ANI1", 0, 0f);
break;
case "btn01 (2)":
myAnimator.Play("ANI1", 0, 0.1f);
break;
case "btn01 (3)":
myAnimator.Play("ANI1", 0, 0.3f);
break;
case "btn01 (3)":
myAnimator.Play("ANI1", 0, 0.5f);
break;
.........................
}
}