overrideController.runtimeAnimatorController = animator.runtimeAnimatorController; overrideController["name"] = newAnimationClip; animator.runtimeAnimatorController = overrideController; 但是使用的时候需要注意以下几点: 注意1:Override操作的时候,消耗的性能会随着AnimatorController里State数量的增加而增加,即是我们并...
首先在InputAction的资源文件Inspector窗口中,勾选Generate C# Event选项,下面可配置生成的文件路径、类名、命名空间,这里取默认值,点击Apply,Unity编辑器会为我们对这个InputAction资源生成一份代码文件。 随后在脚本中使用生成的代码文件进行事件处理: public class TestController : MonoBehaviour { // 编辑器为自动生成...
inputActions.PlayerMovement.Movement.performed += inputActions => movementInput = inputActions.ReadValue<Vector2>(); inputActions.PlayerMovement.Camera.performed += i => cameraInput = i.ReadValue<Vector2>(); 1. 2. 👆将PlayerControl中的Movement传给Vector2movementInput,把Camera传给Vector2cameraInp...
_inputSystemAsset.Disable(); }// Update is called once per framevoidFixedUpdate(){ rigidbody.velocity = new Vector3(Move.y,0,Move.x)*Speed; } } publicclassPlayerActionCallback:IPlayerActions { public PlayerController playerController; publicPlayerActionCallback(PlayerController playerController){ t...
= null) { //PlayerController.Instance.DisablePlayerInputAndResetMovement(); draggedItem = Instantiate(inventoryBar.inventoryBarDragItem, inventoryBar.transform); Image draggedItemImage = draggedItem.GetComponentInChildren<Image>(); draggedItemImage.sprite = inventorySlotImage.sprite; Debug.Log("dragged...
// 进入掉落时执行的方法 通过PlayerController动画机中的fall节点上挂载的FSMOnEnter中的SendMessage调用 public void OnFallEnter() { // 关闭输入并且锁定平面移动 DisableInput_LockPlanar(); } // 关闭输入并且锁定平面移动 private void DisableInput_LockPlanar() ...
private void DisableAction() { if (teleportModeActivate != null && teleportModeActivate.enabled) { teleportModeActivate.Disable(); } } } 脚本解释: Input Action Asset 中有一个 Teleport Mode Cancel 的动作,绑定的是“按下 Grip 键”这个操作,也就是按下手柄的 Grip 键可以取消传送,我们也将这个功能...
Input Manager //Define the speed at which the object moves. Input Modules The built in Input Modules are designed to support common game configurations such as touch input, controller input, keyboard i... Instance overrides An example would be if you had a Prefab Asset "Robot", which you ...
新输入系统主要有两种方式,一种是全局的InputActions直接用new获取 UIInputActions=newPlayerInputActions();UIInputActions.Enable();inputActions.Player.Attack.performed+=OnAttack; 另一种是在组件上挂载PlayerInpput,好处是可以区分不同玩家,精细的禁用单个行为,能自动处理设备断开连接,做本地多人的话也是刚需 ...
//GameControl 是我的Input Action Asset生成的C#类名privateGameControlController;publicvoidOnEnable(){Controller??=newGameControl();Controller.Enable();}publicvoidOnDisable(){Controller.Disable();} 如何进行绑定呢?如果你绑定了一些Action,在Start之类的方法查看Controller这样的类里面会包括所有你绑定的Action,例...