public void PlayAnimation(Animation animation, string clipName, Action startAct, Action endAct)
{
StartCoroutine(PlayAnimationItor(animation, clipName, startAct, endAct));
}
private IEnumerator PlayAnimationItor(Animation animation, string clipName, Action startAct, Action endAct)
{
startAct?.Invoke();
AnimationState animationState = animation[clipName];
animation.Play(clipName);
yield return StartCoroutine(new WaitForEndOfAnim(animationState));
endAct?.Invoke();
}
About how Unity's Animation detects the start and end of animation playback
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Origin blog.csdn.net/qq_37335907/article/details/125142409
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