AnimationManager.cs 7.6 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Sirenix.OdinInspector;
  5. using System;
  6. using System.Linq;
  7. namespace ChivaXR
  8. {
  9. /// <summary>
  10. /// 动画数据管理器
  11. /// </summary>
  12. public class AnimationManager : SerializedMonoSingleton<AnimationManager>
  13. {
  14. private GameObject animationActiveObj;
  15. public GameObject AnimationActiveObj { get; set; }
  16. [TableList(AlwaysExpanded = true, MaxScrollViewHeight = 300)]
  17. public List<AniDataContainer> animationDatas = new List<AniDataContainer>();
  18. [HideInInspector]
  19. public Dictionary<string, AniData> aniDatasDic = new Dictionary<string, AniData>();
  20. public void AniDataReName(AniDataContainer aniDataContainer, string reName)
  21. {
  22. aniDataContainer.aniData.aniName = reName;
  23. aniDataContainer.AniDataName = reName; ;
  24. RefreshDataInfo();
  25. }
  26. public void DeletaAniData(AniDataContainer aniDataContainer, string reName)
  27. {
  28. if (aniDataContainer.aniData != null)
  29. {
  30. DestroyImmediate(aniDataContainer.aniData.gameObject);
  31. }
  32. if(animationDatas.Contains(aniDataContainer))
  33. {
  34. animationDatas.Remove(aniDataContainer);
  35. }
  36. RefreshDataInfo();
  37. }
  38. /// <summary>
  39. /// 播放动画片段
  40. /// </summary>
  41. /// <param name="aniDataName"></param>
  42. public void PlayAniData(string aniDataName, Action finishedCallBack = null)
  43. {
  44. if (animationDatas.Where(s => s.AniDataName.Equals(aniDataName)).Count() > 0)
  45. {
  46. AniDataContainer tempAniData = animationDatas.Where(s => s.AniDataName.Equals(aniDataName)).First();
  47. tempAniData.aniData.PlayData(finishedCallBack);
  48. }
  49. else
  50. {
  51. Debug.LogError("无该动画片段--->" + aniDataName);
  52. finishedCallBack?.Invoke();
  53. }
  54. }
  55. /// <summary>
  56. /// 添加动画数据
  57. /// </summary>
  58. /// <param name="data"></param>
  59. public bool RegisterAniData(AniData data)
  60. {
  61. if (animationDatas.Where(s => s.aniData == data).Count() == 0)
  62. {
  63. animationDatas.Add(new AniDataContainer(data));
  64. RefreshDataInfo();
  65. return true;
  66. }
  67. return false;
  68. }
  69. /// <summary>
  70. /// 移除动画数据
  71. /// </summary>
  72. /// <param name="data"></param>
  73. public bool RemoveAniData(AniData data)
  74. {
  75. if (animationDatas.Where(s => s.aniData == data).Count() > 0)
  76. {
  77. AniDataContainer tempContainer = animationDatas.Where(s => s.aniData == data).First();
  78. animationDatas.Remove(tempContainer);
  79. RefreshDataInfo();
  80. return true;
  81. }
  82. return false;
  83. }
  84. [Button("刷新动画信息")]
  85. public void RefreshDataInfo()
  86. {
  87. aniDatasDic.Clear();
  88. RefreshDefaultNoAni();
  89. for (int i = 0; i < animationDatas.Count; i++)
  90. {
  91. animationDatas[i].Refresh();
  92. if (animationDatas[i].aniData == null)
  93. {
  94. Debug.LogError(animationDatas[i].AniDataName + "该动画引用丢失,移除AnimationManager");
  95. animationDatas.Remove(animationDatas[i]);
  96. i--;
  97. }
  98. if (aniDatasDic.ContainsKey(animationDatas[i].AniDataName))
  99. {
  100. Debug.LogError(animationDatas[i].AniDataName + "当前操作名称重复");
  101. }
  102. else
  103. {
  104. aniDatasDic.Add(animationDatas[i].AniDataName, animationDatas[i].aniData);
  105. }
  106. }
  107. }
  108. public void RefreshDefaultNoAni()
  109. {
  110. if (animationDatas.Where(s => s.AniDataName == "defalut/无动画").Count() == 0)
  111. {
  112. AniData defalutAni = new GameObject("defalut/无动画").AddComponent<AniData>();
  113. defalutAni.aniName = "defalut/无动画";
  114. defalutAni.transform.parent = this.transform;
  115. animationDatas.Insert(0, new AniDataContainer(defalutAni));
  116. }
  117. }
  118. private AniData GetAniDataByName(string name)
  119. {
  120. if (animationDatas.Where(s => s.AniDataName == name).Count() > 0)
  121. {
  122. return animationDatas.Where(s => s.AniDataName == name).First().aniData;
  123. }
  124. return null;
  125. }
  126. public AniData GetAniData(string aniName)
  127. {
  128. if (aniDatasDic.ContainsKey(aniName))
  129. {
  130. return aniDatasDic[aniName];
  131. }
  132. AniData tempOp = GetAniDataByName(aniName);
  133. if (tempOp != null)
  134. {
  135. aniDatasDic.Add(aniName, tempOp);
  136. return tempOp;
  137. }
  138. Debug.LogError(aniName + "当前动画名未注册");
  139. return null;
  140. }
  141. [ContextMenu("设置MoveByPath移动时间")]
  142. public void SetAniSpeed()
  143. {
  144. foreach (var item in animationDatas)
  145. {
  146. foreach (var aniDriver in item.aniData.AnimationDriverDatas)
  147. {
  148. if ((aniDriver as AniDriver_MoveByPath) != null)
  149. {
  150. (aniDriver as AniDriver_MoveByPath).duration =2f;
  151. Debug.Log(item.AniDataName + "设置成功");
  152. }else
  153. {
  154. Debug.Log(item.AniDataName +"转换为空");
  155. }
  156. }
  157. }
  158. }
  159. }
  160. [Serializable]
  161. public class AniDataContainer
  162. {
  163. [ReadOnly]
  164. [HideLabel]
  165. [HorizontalGroup("动画信息")]
  166. public string AniDataName;
  167. [ReadOnly]
  168. [HideInInspector]
  169. public string Description;
  170. [HideLabel]
  171. [HorizontalGroup("动画信息")]
  172. public AniData aniData;
  173. public AniDataContainer(AniData data)
  174. {
  175. aniData = data;
  176. AniDataName = data.aniName;
  177. Description = data.aniDescriptioin;
  178. }
  179. public void Refresh()
  180. {
  181. AniDataName = aniData.aniName;
  182. Description = aniData.aniDescriptioin;
  183. }
  184. [TableColumnWidth(60)]
  185. [HorizontalGroup("动画状态")]
  186. [Button("初始状态")]
  187. [GUIColor("InitStateColor")]
  188. public void SetInitState()
  189. {
  190. if (aniData)
  191. {
  192. aniData.SetInitState();
  193. }
  194. }
  195. [TableColumnWidth(60)]
  196. [HorizontalGroup("动画状态")]
  197. [Button("结束状态")]
  198. [GUIColor("FinishedStateColor")]
  199. public void SetFinishedState()
  200. {
  201. if (aniData)
  202. {
  203. aniData.SetFinishedState();
  204. }
  205. }
  206. private Color FinishedStateColor()
  207. {
  208. switch (aniData.currentAniState)
  209. {
  210. case Animation_State.finishedState:
  211. return new Color(0.7f, 1f, 0.7f);
  212. }
  213. return GUI.color;
  214. }
  215. private Color InitStateColor()
  216. {
  217. if (aniData != null)
  218. {
  219. switch (aniData.currentAniState)
  220. {
  221. case Animation_State.initState:
  222. return new Color(0.7f, 1f, 0.7f);
  223. }
  224. }
  225. return GUI.color;
  226. }
  227. }
  228. }