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