Unity获取Animator动画播放完成事件
方法:
1.采用Dotween配合异步实现
2.采用状态机计时方法实现
3.采用内置状态机配合实现
方法一:Dotween异步方法
using UnityEngine;
using System.Threading.Tasks;
using DG.Tweening;public class PlayerAnimAsync : MonoBehaviour
{private Animator animator;private bool isAnimPlaying = false;void Start(){animator = GetComponent<Animator>();}void Update(){animator = GetComponent<Animator>();// 开始动画if (!isAnimPlaying){StartAttack();}}private async void StartAttack(){isAnimPlaying = true;await AnimationFinish("Attack", 0f); //等待Attack播放完Debug.Log("Attack播放完了,可以执行Idle");animator.Play("Idle");isAnimPlaying = false;}//AnimationFinish 异步播放动画public async Task AnimationFinish(string animName, float extreTime = 0f){await DOTween.Sequence().AppendCallback(() => animator.Play(animName)).AppendInterval(GetAnimationClipLength(animName) + extreTime).AsyncWaitForCompletion();}//GetAnimationClipLength 获取动画片段时长private float GetAnimationClipLength(string animName){RuntimeAnimatorController ac = animator.runtimeAnimatorController;foreach (AnimationClip clip in ac.animationClips){if (clip.name == animName){return clip.length;}}return 0f;}
}
方法二:状态机计时方法
using UnityEngine;
public class PlayerAnimFSM : MonoBehaviour
{private enum AnimationState {Idle, Attack}private AnimationState currentState;private Animator animator;private float waitAnimTime = 0f; //动画计时器void Start(){animator = GetComponent<Animator>();}void Update(){CheckState();currentState = currentState switch{AnimationState.Idle => IdleState(),AnimationState.Attack => AttackState(),_ => currentState};}private AnimationState IdleState(){animator.Play("Idle");return AnimationState.Idle;}private AnimationState AttackState(){//播放动画animator.Play("Attack");waitAnimTime += Time.deltaTime;if (waitAnimTime >= animator.GetCurrentAnimatorStateInfo(0).length){//当动画记录时间大于当前正在播放动画的时间时//todo:这里有一个BUG,在animator.Play()的动画需要在下一帧animator.GetCurrentAnimatorStateInfo(0).length才能获取到正确的时间//在这里默认动画长度都会大于1帧所以没太大的问题//正确的做法是参考方法一种的GetAnimationClipLength来获取动画时间waitAnimTime = 0; //重置动画时间Debug.Log("Attack播放完了,可以执行Idle");return AnimationState.Idle; //转换Idle状态}return AnimationState.Attack; //维持攻击状态}private void CheckState() //检测状态转换{if (currentState == AnimationState.Attack) //维持攻击动画不被打断return;if (Input.GetKeyDown(KeyCode.Space)){currentState = AnimationState.Attack;return;}currentState = AnimationState.Idle;}
}