主要代码逻辑是创建一个action队列,当动画播放结束时就移除队头,执行后面的事件
public class Enemy : MonoBehaviour
{public event Action E_AnimatorFin;//当动画播放完毕时public Action DefaultAction;//默认事件public Dictionary<Action, string> EventAnimator= new();//Event对应的动画public List<Action> Eventlist=new();//要做的event列表private Animator ani;public virtual void Start(){ani = GetComponent<Animator>();E_AnimatorFin += OnAnimatorFinish;StartCoroutine(SpawningAnimator());IEnumerator SpawningAnimator(){yield return new WaitForSeconds(0.02f);PlayAnimator(ani, EventAnimator[ Eventlist[0]],() =>{Debug.Log("动画播放前执行代码"+ EventAnimator[ Eventlist[0]]);},() =>{E_AnimatorFin?.Invoke();Debug.Log("动画播放完执行代码");});}}public virtual void OnAnimatorFinish(){StartCoroutine(spawnanimator());IEnumerator spawnanimator(){yield return new WaitForSeconds(0.02f);if (Eventlist.Count == 0){Eventlist.Add(DefaultAction);Debug.LogWarning(name+$"并没有新的事件,目前在执行默认的事件");}try{PlayAnimator(ani, EventAnimator[ Eventlist[0]],() =>{Debug.LogError($"执行前{EventAnimator[ Eventlist[0]]}");Eventlist[0]();},() =>{Debug.LogError("执行完");E_AnimatorFin?.Invoke();}); }catch (KeyNotFoundException e){Debug.LogError(Eventlist[0].Method.Name+"没有匹配动画!");}Eventlist.RemoveAt(0);}}#region Animatorpublic void PlayAnimator(Animator animator, string clipName, Action startAct = null, Action endAct = null){StartCoroutine(PlayAnimationItor(animator, clipName, startAct, endAct));}/// <summary>/// Animation动画播放迭代器/// </summary>/// <param name="animation">Animation组件</param>/// <param name="clipName">clip片段名</param>/// <param name="startAct">委托函数</param>/// <param name="endAct">委托函数</param>/// <returns></returns>private IEnumerator PlayAnimationItor(Animator animator, string clipName, Action startAct=null, Action endAct=null){startAct?.Invoke();animator.Play(clipName);// 获取目标动画的名称string targetClipName =clipName;yield return StartCoroutine(WaitForEndOfAnimr(targetClipName));IEnumerator WaitForEndOfAnimr(string targetName){yield return new WaitForSeconds(0.1f);//为过渡动画预留时间AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(0);Debug.Log("Targetname>>"+targetName);while (animator.GetCurrentAnimatorStateInfo(0).IsName(targetName)){// 获取当前动画片段信息clipInfo = animator.GetCurrentAnimatorClipInfo(0);if (clipInfo.Length > 0){// 获取当前播放的动画片段的名称string currentClipName = clipInfo[0].clip.name;Debug.Log("当前播放的动画片段名称: " + currentClipName);}yield return new WaitForSeconds(0.01f);}}
// Debug.LogError($"{animator.GetCurrentAnimatorClipInfo(0)[0].clip.name}+{targetClipName}");endAct?.Invoke();}#endregion#region AI逻辑/// <summary>/// 设置没有事件列表时自动执行的事件/// </summary>/// <param name="t"></param>public void SetDefaultEvent(Action t){DefaultAction = t;}/// <summary>/// 为怪物添加一个事件到列表/// </summary>/// <param name="action"></param>public void AddEvent(Action action){Eventlist.Add(action);}/// <summary>/// 重置怪物事件列表为一个新的列表/// </summary>/// <param name="actions"></param>public void SetEvent(Action[] actions){foreach (var VARIABLE in Eventlist){Eventlist.Remove(VARIABLE);}foreach (var VARIABLE in actions){Eventlist.Add(VARIABLE);}}/// <summary>/// 强制加入一个事件到下一个行动/// </summary>/// <param name="add">增加的事件</param>public void NextEvent(Action addAction){Debug.Log("length="+Eventlist.Count);if (Eventlist.Count>0){Eventlist.Insert(1,addAction);}else{Eventlist.Add(addAction);}}/// <summary>/// 强制指定下一个事件且立刻执行/// </summary>/// <param name="addAction"></param>public void DoNextEvent(Action addAction){StopAllCoroutines();NextEvent(addAction);if (Eventlist.Count>1){Eventlist.RemoveAt(0);}PlayAnimator(ani, EventAnimator[ Eventlist[0]],() =>{Eventlist[0]();Debug.Log("动画播放前执行代码"+ EventAnimator[ Eventlist[0]]);},() =>{E_AnimatorFin?.Invoke();Debug.Log("动画播放完执行代码");});}#endregion
使用示例
public class Cow : Enemy
{private GameObject normalATK;public void Awake(){normalATK = transform.Find("NormalATK").gameObject;normalATK.SetActive(false);EventAnimator.Add(AI_DoRandomRelex,"Start");//为事件指定对应动画EventAnimator.Add(Animator_Idle,"idle");EventAnimator.Add(Animator_Rest,"rest");EventAnimator.Add(AI_FindPlayer,"walk");EventAnimator.Add(AI_Attack,"attack");SetDefaultEvent(AI_DoRandomRelex);//设置默认动画AddEvent(DefaultAction);//添加默认动画E_HPChanged += () => {Debug.LogError("收到伤害"); };E_HPChanged += ToHostile;//收到伤害时敌对}/// <summary>/// 收到伤害的时候调用,改为攻击模式/// </summary>void ToHostile(){DoNextEvent(AI_FindPlayer);SetDefaultEvent(AI_FindPlayer);FriendlyTag = FriendlyLevel.Hostile;}public void AI_DoRandomRelex()//中立状态时随机做待机动画{int rd = Random.Range(0, 100);if (rd<51){Debug.Log("next>>idle");NextEvent(Animator_Idle);}else{Debug.Log("next>>rest");NextEvent(Animator_Rest);}}private void Animator_Idle()//待机动画只有动画效果,没有要执行的内容{Debug.Log("IDLE");}private void Animator_Rest(){Debug.Log("REST");}private void Debug3(){}bool finder;//只有在事件进行的时候才追踪.当事件结束后退出追踪循环public override void AI_FindPlayer()//在敌对状态默认追踪玩家{finder = true;StartCoroutine(basefind());E_AnimatorFin += setfinder;IEnumerator basefind(){while (finder){base.AI_FindPlayer();yield return new WaitForSeconds(0.1f);}E_AnimatorFin -= setfinder;}void setfinder(){finder = false;}StartCoroutine(atrange());E_AnimatorFin += () => { StopCoroutine(atrange()); };IEnumerator atrange(){do{if (IsPlayerInAttackRange)//如果玩家在攻击范围内就进行攻击事件{DoNextEvent(AI_Attack);}yield return new WaitForSeconds(0.02f);} while (true);}}public void AI_Attack()//攻击事件{base.AI_FindPlayer();Debug.LogError("AIATK");StartCoroutine(WaitATK());E_AnimatorFin += () => {des(); };IEnumerator WaitATK(){yield return new WaitForSeconds(0.2f * EventSpeed);normalATK.SetActive(true);} void des(){normalATK.SetActive(false);E_AnimatorFin -= des;}}public override void Update(){base.Update();//如果玩家在索敌范围外就变回中立if (!IsPlayerInFindingRange&& (FriendlyTag == FriendlyLevel.Hostile)){FriendlyTag = FriendlyLevel.Neutral;SetDefaultEvent(AI_DoRandomRelex);}}}