AnimationToolkit.cs 4.3 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace ChivaXR
  6. {
  7. /// <summary>
  8. /// UnityAnimation 工具
  9. /// </summary>
  10. public class AnimationToolkit
  11. {
  12. /// <summary>
  13. /// 设置动画状态(Normalized)
  14. /// </summary>
  15. /// <param name="_animation"></param>
  16. /// <param name="_aniName"></param>
  17. /// <param name="_normalizedTime"></param>
  18. /// <param name="_speed"></param>
  19. public static void SetAnimationNormalizedToPose(Animation _animation, float _normalizedTime)
  20. {
  21. AnimationState _aniState = _animation[_animation.clip.name];
  22. _aniState.enabled = true;
  23. _aniState.weight = 1;
  24. _aniState.normalizedTime = _normalizedTime;
  25. _animation.Sample();
  26. _aniState.enabled = false;
  27. }
  28. /// <summary>
  29. /// 设置动画状态(Normalized)
  30. /// </summary>
  31. /// <param name="_animation"></param>
  32. /// <param name="_aniName"></param>
  33. /// <param name="_normalizedTime"></param>
  34. /// <param name="_speed"></param>
  35. public static void SetAnimationNormalizedToPose(Animation _animation, string _aniName, float _normalizedTime)
  36. {
  37. AnimationState _aniState = _animation[_aniName];
  38. _aniState.enabled = true;
  39. _aniState.weight = 1;
  40. _aniState.normalizedTime = _normalizedTime;
  41. _animation.Sample();
  42. _aniState.enabled = false;
  43. }
  44. /// <summary>
  45. /// 设置动画状态(Normalized)并播放
  46. /// </summary>
  47. /// <param name="_animation"></param>
  48. /// <param name="_aniName"></param>
  49. /// <param name="_normalizedTime"></param>
  50. /// <param name="_speed"></param>
  51. public static void SetAnimationNormalizedToPlay(Animation _animation, string _aniName, float _normalizedTime, float _speed = 1, Action finishedCallBack = null)
  52. {
  53. AnimationState _aniState = _animation[_aniName];
  54. _aniState.enabled = true;
  55. _aniState.speed = _speed;
  56. _aniState.weight = 1;
  57. _aniState.normalizedTime = _normalizedTime;
  58. _animation.Sample();
  59. _aniState.enabled = false;
  60. _animation.Play(_aniName);
  61. if (finishedCallBack != null)
  62. {
  63. //协程等待动画播放完毕时长,执行委托
  64. SetIEnumeratorActionCallBackByTime(finishedCallBack, (1 - _normalizedTime) * _aniState.length / _speed);
  65. }
  66. }
  67. /// <summary>
  68. /// 获取动画播放时长
  69. /// </summary>
  70. /// <param name="_animation"></param>
  71. /// <param name="_aniName"></param>
  72. /// <param name="_speed"></param>
  73. /// <returns></returns>
  74. public static float GetAnimationPlayTime(Animation _animation, string _aniName, float _speed = 1)
  75. {
  76. AnimationState _aniState = _animation[_aniName];
  77. return _aniState.length / _speed;
  78. }
  79. /// <summary>
  80. /// 播放动画
  81. /// </summary>
  82. /// <param name="_animation"></param>
  83. /// <param name="_aniName"></param>
  84. /// <param name="speed"></param>
  85. public static void PlayAnimationByClip(Animation _animation, string _aniName, float speed = 1, Action finishedCallBack = null)
  86. {
  87. _animation.clip = _animation[_aniName].clip;
  88. _animation[_aniName].speed = speed;
  89. _animation.Play(_aniName);
  90. if (finishedCallBack != null)
  91. {
  92. //协程等待动画播放完毕时长,执行委托
  93. SetIEnumeratorActionCallBackByTime(finishedCallBack, _animation[_aniName].length / speed);
  94. }
  95. }
  96. /// <summary>
  97. /// 协程等待时间执行委托
  98. /// </summary>
  99. /// <param name="callBack"></param>
  100. /// <param name="time"></param>
  101. public static void SetIEnumeratorActionCallBackByTime(Action callBack, float time)
  102. {
  103. AnimationCoroutine.Instance.StartCoroutine(UnityAcitionCallBackByTime(callBack, time));
  104. }
  105. static IEnumerator UnityAcitionCallBackByTime(Action callBack, float time)
  106. {
  107. yield return new WaitForSeconds(time);
  108. callBack?.Invoke();
  109. }
  110. }
  111. }