如何等待动画完成然后让代码恢复?

Arn*_*123 5 c# animation unity-game-engine

我试图让敌人攻击玩家,敌人通过动画进行攻击,但是我必须阻止动画在其他人处于活动状态时启动的方法不起作用。问题是我的方法不起作用。更具体地说,它基本上不做任何类似评论的事情。如果您需要任何代码,我应该能够提供。

这是代码:

IEnumerator PlayAnim(Animator anim, string booleanName) 
    {
        anim.SetBool(booleanName, true);
        yield return new WaitForSeconds(anim.GetCurrentAnimatorStateInfo(0).length + anim.GetCurrentAnimatorStateInfo(0).normalizedTime); // I checked and got a value for that number so it should be paused
        anim.SetBool(booleanName, false);
        
    }
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在上面的代码中,我在它的开头和结尾放置了一个调试,当我运行代码时,它们在同一秒运行,所以我知道它不起作用。

它的调用方式如下:

public void AttackPlayer(GameObject playerPos, Animator anim, NavMeshAgent agent, GameObject self, bool MultiAttack, float inRange, float inView, float AttackRange, bool isBlocking, bool HasSeenPLayer)
    {       

        if (MultiAttack)
        {                      
            MultAttack(playerPos, anim, agent, self, inRange, inView);                    
        }
        else
        {
            anim.SetBool("Attack2", false);
            anim.SetBool("Attack3", false);
            StartCoroutine(PlayAnim(anim, "Attack"));
        }
        
        if (!PlayerPos.FindPlayerPos(AttackRange, playerPos.transform, inView, self, HasSeenPLayer))
        {
            anim.SetBool("Attack", false);
            anim.SetBool("Attack2", false);
            anim.SetBool("Attack3", false);
            state = State.Chase;
        }
    }

    public void MultAttack(GameObject playerPos, Animator anim, NavMeshAgent agent, GameObject self, float inRange, float inView)
    {
        
        if (random == 0) random = Random.Range(1, 5);

        if (random == 1)
        {            
            StartCoroutine(PlayAnim(anim, "Attack"));
            random = 0;
            
            return;
        }

        if (random == 2)
        {
            if (HasParameter("Attack2", anim))
            {                
                StartCoroutine(PlayAnim(anim, "Attack2"));
                random = 0;
                
                return;
            }
            
            StartCoroutine(PlayAnim(anim, "Attack"));
            random = 0;
            
            return;
        }

        if (random == 3)
        {            
            if (alk != null)
            {                  
                alk.particle.gameObject.SetActive(true);
                alk.particle.Play();                
            }
                        
            StartCoroutine(AlkAnim(anim, "Attack3"));
            random = 0;
            
            return;
        }

        if (random == 4)
        {            
            BlockPlayer(playerPos, anim, agent, inRange, inView, self);
            random = 0;
            
            return;
        }

        
        StartCoroutine(PlayAnim(anim, "Attack"));
        random = 0;
        
        return;

    }

    IEnumerator AlkAnim(Animator anim, string booleanName)
    {
        anim.SetBool(booleanName, true);
        yield return new WaitForSeconds(anim.GetCurrentAnimatorStateInfo(0).length + anim.GetCurrentAnimatorStateInfo(0).normalizedTime);
        anim.SetBool(booleanName, false);
        if (alk != null)
        {
            alk.particle.Stop();
            alk.particle.gameObject.SetActive(false);
            random = 0;
        }
    }

    public static bool HasParameter(string paramName, Animator animator)
    {
        foreach (AnimatorControllerParameter param in animator.parameters)
        {
            if (param.name == paramName)
                return true;
        }
        return false;
    }    

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void Start()
{
    StartCoroutine(GetGood());
}

 IEnumerator GetGood()
    {        
        TtF.ChoseChasingWhatStateToAttackPlayer(agent, Player_pos.player, self, anim, MultiAttack, inRange, inView, AttackRange, isBlocking, hasSeenPlayer);
        
        yield return new WaitForSeconds(0.5f); 
        StartCoroutine(GetGood());
    }
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der*_*ugo 1

我认为你的第一种方法理论上可行。唯一的“问题”是,即使您已经在动画器组件中设置了标志,动画器也是帧内最后执行的事情之一(请参阅事件执行顺序)。所以我认为你只需要给它时间来实际切换状态。

yield return new WaitForEndOfFrame ();例如,您可以尝试在开始等待当前状态的长度之前首先使用 a 。


另一种方法可能是Animator Events。您可以将此类事件放置在动画的最后,然后简单地让它调用专用方法。