88 lines
2.3 KiB
C#
88 lines
2.3 KiB
C#
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using UnityEngine;
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/// <summary>
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/// 角色动画控制器:管理伤者和施救者的动画状态切换。
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/// 挂在角色根 GameObject 上,引用其 Animator 组件。
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/// </summary>
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public class CharacterAnimController : MonoBehaviour
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{
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public enum CharacterRole { Patient, Rescuer }
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public CharacterRole Role = CharacterRole.Patient;
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[Header("Animator 引用")]
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[SerializeField] private Animator _animator;
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private static readonly int ParamRun = Animator.StringToHash("IsRunning");
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private static readonly int ParamJump = Animator.StringToHash("Jump");
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private static readonly int ParamFall = Animator.StringToHash("Fall");
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private static readonly int ParamLying = Animator.StringToHash("IsLying");
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private static readonly int ParamCrouch = Animator.StringToHash("Crouch");
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private static readonly int ParamCheck = Animator.StringToHash("Check");
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private static readonly int ParamBandage = Animator.StringToHash("Bandage");
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private static readonly int ParamRemoveShoe = Animator.StringToHash("RemoveShoe");
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private void Awake()
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{
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if (_animator == null) _animator = GetComponent<Animator>();
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}
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public void PlayRun()
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{
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if (_animator == null) return;
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_animator.SetBool(ParamRun, true);
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}
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public void StopRun()
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{
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if (_animator == null) return;
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_animator.SetBool(ParamRun, false);
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}
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public void TriggerJump()
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{
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_animator?.SetTrigger(ParamJump);
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}
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public void TriggerFall()
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{
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_animator?.SetTrigger(ParamFall);
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_animator?.SetBool(ParamLying, true);
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}
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public void SetLying(bool lying)
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{
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_animator?.SetBool(ParamLying, lying);
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}
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public void PlayCrouch()
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{
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_animator?.SetBool(ParamCrouch, true);
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}
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public void StopCrouch()
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{
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_animator?.SetBool(ParamCrouch, false);
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}
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public void TriggerCheck()
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{
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_animator?.SetTrigger(ParamCheck);
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}
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public void TriggerBandage()
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{
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_animator?.SetTrigger(ParamBandage);
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}
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public void TriggerRemoveShoe()
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{
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_animator?.SetTrigger(ParamRemoveShoe);
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}
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public void TriggerByName(string triggerName)
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{
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if (_animator == null || string.IsNullOrEmpty(triggerName)) return;
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_animator.SetTrigger(Animator.StringToHash(triggerName));
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}
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}
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