59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
using Game;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public enum E_ANIME_STEP
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{
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OnEnter,
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OnTimeProcess,
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OnExit
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}
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public class anime_CamerShake : StateMachineBehaviour
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{
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public E_ANIME_STEP ShakeStep = E_ANIME_STEP.OnExit;
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public float Multiple = 1;
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public float OnTimeProcess = 0.7f;
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bool bDoShake = false;
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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bDoShake = false;
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if (ShakeStep == E_ANIME_STEP.OnEnter)
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AppEntry.Event.Fire(null, CameraShakeEventArgs.Create(Multiple));
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}
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (ShakeStep == E_ANIME_STEP.OnTimeProcess && !bDoShake && stateInfo.normalizedTime > OnTimeProcess)
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{
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bDoShake = true;
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AppEntry.Event.Fire(null, CameraShakeEventArgs.Create(Multiple));
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}
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}
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// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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bDoShake = false;
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if (ShakeStep == E_ANIME_STEP.OnExit)
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AppEntry.Event.Fire(null, CameraShakeEventArgs.Create(Multiple));
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}
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// OnStateMove is called right after Animator.OnAnimatorMove()
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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// // Implement code that processes and affects root motion
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//}
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// OnStateIK is called right after Animator.OnAnimatorIK()
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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// // Implement code that sets up animation IK (inverse kinematics)
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//}
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}
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