上海虹口龙之梦项目
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

143 lines
5.0 KiB

11 months ago
// over Unity5 added StateMachineBehaviour
#if !(UNITY_4_7 || UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5 || UNITY_3_4 || UNITY_3_3 || UNITY_3_2 || UNITY_3_1 || UNITY_3_0_0 || UNITY_3_0 || UNITY_2_6_1 || UNITY_2_6)
using System; // require keep for Windows Universal App
using UnityEngine;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableStateMachineTrigger : StateMachineBehaviour
{
public class OnStateInfo
{
public Animator Animator { get; private set; }
public AnimatorStateInfo StateInfo { get; private set; }
public int LayerIndex { get; private set; }
public OnStateInfo(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Animator = animator;
StateInfo = stateInfo;
LayerIndex = layerIndex;
}
}
public class OnStateMachineInfo
{
public Animator Animator { get; private set; }
public int StateMachinePathHash { get; private set; }
public OnStateMachineInfo(Animator animator, int stateMachinePathHash)
{
Animator = animator;
StateMachinePathHash = stateMachinePathHash;
}
}
// OnStateExit
Subject<OnStateInfo> onStateExit;
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (onStateExit != null) onStateExit.OnNext(new OnStateInfo(animator, stateInfo, layerIndex));
}
public IObservable<OnStateInfo> OnStateExitAsObservable()
{
return onStateExit ?? (onStateExit = new Subject<OnStateInfo>());
}
// OnStateEnter
Subject<OnStateInfo> onStateEnter;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (onStateEnter != null) onStateEnter.OnNext(new OnStateInfo(animator, stateInfo, layerIndex));
}
public IObservable<OnStateInfo> OnStateEnterAsObservable()
{
return onStateEnter ?? (onStateEnter = new Subject<OnStateInfo>());
}
// OnStateIK
Subject<OnStateInfo> onStateIK;
public override void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if(onStateIK !=null) onStateIK.OnNext(new OnStateInfo(animator, stateInfo, layerIndex));
}
public IObservable<OnStateInfo> OnStateIKAsObservable()
{
return onStateIK ?? (onStateIK = new Subject<OnStateInfo>());
}
// Does not implments OnStateMove.
// ObservableStateMachine Trigger makes stop animating.
// By defining OnAnimatorMove, you are signifying that you want to intercept the movement of the root object and apply it yourself.
// http://fogbugz.unity3d.com/default.asp?700990_9jqaim4ev33i8e9h
//// OnStateMove
//Subject<OnStateInfo> onStateMove;
//public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// if (onStateMove != null) onStateMove.OnNext(new OnStateInfo(animator, stateInfo, layerIndex));
//}
//public IObservable<OnStateInfo> OnStateMoveAsObservable()
//{
// return onStateMove ?? (onStateMove = new Subject<OnStateInfo>());
//}
// OnStateUpdate
Subject<OnStateInfo> onStateUpdate;
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (onStateUpdate != null) onStateUpdate.OnNext(new OnStateInfo(animator, stateInfo, layerIndex));
}
public IObservable<OnStateInfo> OnStateUpdateAsObservable()
{
return onStateUpdate ?? (onStateUpdate = new Subject<OnStateInfo>());
}
// OnStateMachineEnter
Subject<OnStateMachineInfo> onStateMachineEnter;
public override void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
{
if (onStateMachineEnter != null) onStateMachineEnter.OnNext(new OnStateMachineInfo(animator, stateMachinePathHash));
}
public IObservable<OnStateMachineInfo> OnStateMachineEnterAsObservable()
{
return onStateMachineEnter ?? (onStateMachineEnter = new Subject<OnStateMachineInfo>());
}
// OnStateMachineExit
Subject<OnStateMachineInfo> onStateMachineExit;
public override void OnStateMachineExit(Animator animator, int stateMachinePathHash)
{
if (onStateMachineExit != null) onStateMachineExit.OnNext(new OnStateMachineInfo(animator, stateMachinePathHash));
}
public IObservable<OnStateMachineInfo> OnStateMachineExitAsObservable()
{
return onStateMachineExit ?? (onStateMachineExit = new Subject<OnStateMachineInfo>());
}
}
}
#endif