Mecanim 动画系统 一

  首先,在5.0 中,对于每个State 、Bleed Tree 可以给他们添加脚本,就像控制角色模型一样

using UnityEngine;
using System.Collections;

public class State : StateMachineBehaviour {

  
     // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
      
    }

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {

    }

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {

    }

    // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
    override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {

    }

    // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
    // 反向动力学 , 有反向动力学时调用.  //
    override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {

    }
}
OnStateIK() 是用来写反向动力学的 . 学习下关于什么是方向动力学 http://blog.csdn.net/huang9012/article/details/18183437


原文地址:https://www.cnblogs.com/bambomtan/p/4650968.html