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[Unity学习随笔4.29] 在跳跃前后水平方向参数的状态锁

  • 不建议将太多脚本塞进状态机的behavior, 不好查bug
  • 直接关联祖先(PlayerHandle, 其下绑定有模型、操纵模型的脚本等), 如尽量不要放在第二层级(如模型本体),减少级联的层数

jump trigger被触发后, FSMOnEnter向上层发送OnJump的讯息

jump结束后, FSMExitEnter向上层发送ExitJump的讯息

img

public class FSMOnEnter : StateMachineBehaviour
{
    public string[] onEnterMessage;


    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        foreach (var msg in onEnterMessage)
        {
            animator.gameObject.SendMessageUpwards(msg);//发送到上层组件
        }
    }
}
public class FSMExitEnter : StateMachineBehaviour
{
    public string[] onExitMessage;

    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        foreach (var msg in onExitMessage)
        {
            animator.gameObject.SendMessageUpwards(msg);
        }
    }
}

在人物跳跃前后水平方向参数的处理

inputEnabled: 使人物跳起来后无法乱飞,

lockPlanar使水平移动的参数被锁死,这样在跳完后仍会保持跳的瞬间水平方向移动的参数(方向,速度...)

img

private bool lockPlanar = false;


void update(){
    ...
    if(lockPlanar == false)
        {
            //人物水平移动
            //planarVec = pi.Dmag * model.transform.forward * walkSpeed * (pi.run ? runMultiplier : 1.0f);
        }
    ...
}
public void OnJump()
    {
        pi.inputEnabled = false;
        lockPlanar = true;
        //print("jump trigger!");
    }

public void ExitJump()//结束跳跃
{
    pi.inputEnabled = true;
    lockPlanar = false;
    //print("jump over!");
}

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