我有一堆AI僵尸,现在已经足够好用了,但如果实例化一个相同类型的新预制僵尸,新僵尸将表现相同,并在动画中设置相同的参数,尽管这是问题发生的地方……
这些实例化的AI调用Animator.GetFloat函数,传递与其他未实例化的AI相同的东西,但这一次它似乎总是返回0,对于我来说,我真的搞不懂为什么。
这里的图片一显示了我当前正在使用这个动画,它使用动画曲线将这个参数设置为1,这正是我想要的。

然后问题就出现在代码中了。调用似乎返回了错误的值

更新:有时第一个产生的僵尸将能够获得该值。idk为什么
这是当前在参数代码中输入的内容,这是到散列的转换


我的类,控制当播放动画变量和玩家被碰撞器击中时输出的伤害。
public class AIDamageTrigger : MonoBehaviour
{
// Inspector Variables
[SerializeField] string _parameter = "";
[SerializeField] int _bloodParticlesBurstAmount = 10;
[SerializeField] float _damageAmount = 0.1f;
[SerializeField] bool _doDamageSound = true;
[SerializeField] bool _doPainSound = true;
// Private Variables
AIStateMachine _stateMachine = null;
Animator _animator = null;
int _parameterHash = -1;
GameSceneManager _gameSceneManager = null;
private bool _firstContact = false;
// ------------------------------------------------------------
// Name : Start
// Desc : Called on object start-up to initialize the script.
// ------------------------------------------------------------
void Start()
{
// Cache state machine and animator references
_stateMachine = transform.root.GetComponentInChildren<AIStateMachine> ();
if (_stateMachine != null)
_animator = _stateMachine.animator;
// Generate parameter hash for more efficient parameter lookups from the animator
_parameterHash = Animator.StringToHash (_parameter);
_gameSceneManager = GameSceneManager.instance;
}
void OnTriggerEnter( Collider col )
{
if (!_animator)
return;
//Debug----------------------
int leftHandHash = Animator.StringToHash("LeftHand");
int rightHandHash = Animator.StringToHash("RightHand");
int mouthHash = Animator.StringToHash("Mouth");
float left = _animator.GetFloat(leftHandHash);
float right = _animator.GetFloat(rightHandHash);
float mouth = _animator.GetFloat(mouthHash);
//Debug.Log(this.gameObject.transform.parent.transform.parent.transform.parent.transform.parent.transform.transform.parent.parent.transform.parent.transform.parent.transform.parent.name + " : " + left);
//Debug.Log(this.gameObject.transform.parent.transform.parent.transform.parent.transform.parent.transform.transform.parent.parent.transform.parent.transform.parent.transform.parent.name + " : " + right);
//Debug.Log(this.gameObject.transform.parent.transform.parent.transform.parent.transform.parent.transform.transform.parent.parent.transform.parent.transform.parent.transform.parent.name + " : " + mouth);
//----------------------------
if (col.gameObject.CompareTag ("Player") && _animator.GetFloat(_parameterHash) >0.9f)
_firstContact = true;
}
// -------------------------------------------------------------
// Name : OnTriggerStay
// Desc : Called by Unity each fixed update that THIS trigger
// is in contact with another.
// -------------------------------------------------------------
void OnTriggerStay( Collider col )
{
// If we don't have an animator return
if (!_animator)
return;
int leftHandHash = Animator.StringToHash("LeftHand");
int rightHandHash = Animator.StringToHash("RightHand");
int mouthHash = Animator.StringToHash("Mouth");
float left = _animator.GetFloat(leftHandHash);
float right = _animator.GetFloat(rightHandHash);
float mouth = _animator.GetFloat(mouthHash);
_animator.Update(0);
// If this is the player object and our parameter is set for damage
if (col.gameObject.CompareTag ("Player") && _animator.GetFloat(_parameterHash) >0.9f)
{
if (GameSceneManager.instance && GameSceneManager.instance.bloodParticles)
{
ParticleSystem system = GameSceneManager.instance.bloodParticles;
// Temporary Code
system.transform.position = transform.position;
system.transform.rotation = Camera.main.transform.rotation;
var settings = system.main;
settings.simulationSpace = ParticleSystemSimulationSpace.World;
system.Emit (_bloodParticlesBurstAmount);
}
if (_gameSceneManager!=null)
{
PlayerInfo info = _gameSceneManager.GetPlayerInfo( col.GetInstanceID() );
if (info!=null && info.characterManager!=null)
{
info.characterManager.TakeDamage( _damageAmount, _doDamageSound && _firstContact, _doPainSound );
}
}
_firstContact = false;
}
}
}发布于 2020-01-10 22:41:04
问题出在您的变量Animator _animator;上
你在做_animator = _stateMachine.animator;,你所有的僵尸都有相同的动画师,为什么你不使用这个:
_animator = gameObject.GetComponent<Animator>();所以每个僵尸都能接触到它的动画师。
https://stackoverflow.com/questions/59621694
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