快速触发两次trigger, 人物会跳两次

[Unity学习随笔4/28] 解决trigger触发累积的方法_lua

为当前状态机添加脚本

[Unity学习随笔4/28] 解决trigger触发累积的方法_状态机_02

ClearAtEnter:在进入当前状态的时候就需要砍掉的信号,如这里的jump

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FSMClearSignals : StateMachineBehaviour
{
public string[] clearAtEnter;
public string[] clearAtExit;
// 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)
{
foreach (var signal in clearAtEnter)
{
animator.ResetTrigger(signal);
}
}

// 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)
{
foreach (var signal in clearAtExit)
{
animator.ResetTrigger(signal);
}
}

// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}

// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}