Files
VFSUnity/Assets/Scripts/Animation/CharacterAnimController.cs
T
yangbear f0a6b96da5 feat: MCP Unity 场景优化 — 完整交互体系搭建
- 删除重复 Ground
- 创建 [Managers] 空物体,挂载 GameManager + StepManager + ExperimentFlowCoordinator + AudioManager
- Main Camera 挂载 InteractionSystem
- 伤者 InjectedPerson 下创建 5 个交互子物体 (InjuryVisual/Swelling/Pain/VitalSigns/Neuro)
- 创建绑带位置、踝关节、衬垫、夹板位置等空物体
- 道具摆放到位:伤者(2,0.05,5) 施救者(3,0,5) 鞋(2.7,0.15,5.5) 绷带/夹板/急救箱在旁
- InjuryLeg Tag 修正,Ground Tag 修正
- 全部新脚本同步导入 (ExperimentTypes/StepData/ExperimentConfig/StepManager/GameManager/ExperimentFlowCoordinator/InteractionSystem/DraggableObject/HighlightEffect/UIManager/ExamPopup/ScoreDisplay/VideoController/AudioManager/CharacterAnimController/StepAnimationHandler)
- 旧脚本 (ExperimentController/ConfigLoader/AnimationController/HUDController/VideoPlayerController/PopupSystem/ModeSelectionUI) 全部兼容修复或 stub
- 编译通过,0 错误
- Canvas 挂载 UIManager
2026-06-24 02:33:48 +08:00

88 lines
2.3 KiB
C#

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));
}
}