This commit is contained in:
2026-09-08 17:34:49 +08:00
parent df816008d8
commit cc0c52bbd1
8 changed files with 86394 additions and 7089 deletions
File diff suppressed because it is too large Load Diff
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@@ -2,14 +2,40 @@ using UnityEngine;
/// <summary>
/// 战神激光 loop 状态通知(Animator 状态机行为)。
/// 用法:打开战神的 Animator Controller → 选中激光循环(loop)状态 → Inspector 底部
/// Add Behaviour → ZhanShenLaserLoopSMB。状态进入(=准备动画播完、loop 开始)时
/// 自动通知座位显示激光及全部特效(提前结束 laserFXDelay 等待)。
/// 无需改动画剪辑、不要求 Animator 挂在特定物体上(向上找 TurretData)。
/// 用法:打开战神的 Animator Controller → 选中激光状态(Fire1) → Inspector 底部
/// Add Behaviour → ZhanShenLaserLoopSMB。
/// 激光剪辑(如 fire1)没有准备姿势,进入 Fire1 状态即 loop 开始:
/// 默认 prepPortion=0,OnStateEnter 瞬间通知 SitPosData 放行激光特效
/// (提前结束 laserFXDelay 兜底等待)。若某控制器动画确实带准备段,
/// 可把 prepPortion 设为准备段占一圈的比例。
/// 重新进入状态(停火再开火 / Fire0-Fire1 切换)会重新通知一遍。
/// </summary>
public class ZhanShenLaserLoopSMB : StateMachineBehaviour
{
[Tooltip("0=进入状态立即显示(默认,激光剪辑无准备段);若动画带准备段,填准备段占一圈的比例")]
[Range(0f, 1f)]
public float prepPortion = 0f;
private bool _notified;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
// 每次重新进入状态都重新等待;prepPortion=0 视为进入即显示
_notified = prepPortion <= 0f;
if (_notified)
{
NotifyLaserLoopBegin(animator);
}
}
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (_notified || stateInfo.normalizedTime < prepPortion) return;
_notified = true;
NotifyLaserLoopBegin(animator);
}
private void NotifyLaserLoopBegin(Animator animator)
{
// 战神实例上的 TurretData(向上查找,Animator 挂根/子物体都能找到)→ 通知座位
animator.GetComponentInParent<TurretData>()?.NotifyZhanShenLaserLoopAnim();
@@ -1875,3 +1875,4 @@ MonoBehaviour:
selfOffsetJGStart: {x: -17, y: 130}
buttomOffsetZSRotateInit: {x: 0, y: 0, z: 0}
topOffsetZSRotateInit: {x: -125, y: 0, z: 0}
laserFXDelay: 2
@@ -3969,7 +3969,7 @@ PrefabInstance:
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@@ -3979,7 +3979,7 @@ PrefabInstance:
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type: 3}
propertyPath: m_IsActive
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m_Script: {fileID: 11500000, guid: 5a7ef048f8e8db64eb225d5dc89be0b0, type: 3}
m_Name: XJMHPanel
m_EditorClassIdentifier:
panels: []
panels:
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type: 181
address: Assets/MyGame/aa/UI/Home/Sub/TurretPanel.prefab
- name: "\u56FE\u9274"
type: 501
address: Assets/MyGame/aa/UI/Game/HHWK/Sub/TuJian.prefab
- name: "\u8BBE\u7F6E"
type: 199
address: Assets/MyGame/aa/UI/Home/Sub/SettingPanel.prefab
- name: "\u522E\u522E\u5361"
type: 900
address: Assets/MyGame/aa/UI/DefaultPanel/GGL.prefab
@@ -1,5 +1,5 @@
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