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Cielonos/Assets/Scripts/MainGame/Characters/Data/Presets/BaseAnimationGroup.cs

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using System.Collections.Generic;
using Sirenix.OdinInspector;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
using UnityEngine.Serialization;
namespace Cielonos.MainGame.Characters
{
[CreateAssetMenu(fileName = "BaseAnimationGroup", menuName = "Cielonos/Characters/BaseAnimationGroup")]
public class BaseAnimationGroup : SerializedScriptableObject
{
public AnimationClip landIdle;
public List<AnimationClip> landIdleExtras;
public AnimationClip landWalkForward, landWalkBack, landWalkLeft, landWalkRight;
public AnimationClip landRunForward, landRunBack, landRunLeft, landRunRight;
public AnimationClip jumpStart;
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public AnimationClip inAir;
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public AnimationClip jumpLand;
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public FuncAnimData getHitMediumFront, getHitMediumBack, getHitMediumLeft, getHitMediumRight;
public FuncAnimData getHitHeavyFront, getHitHeavyBack, getHitHeavyLeft, getHitHeavyRight;
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public AnimationClip riseUpFront, riseUpBack, riseUpLeft, riseUpRight;
public AnimationClip incapacitation, death;
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public FuncAnimData dash;
public FuncAnimData dodge;
public void SetUp(AnimationSubcontrollerBase animSc)
{
if (animSc is PlayerAnimationSubcontroller playerAnimSc)
{
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FunctionalAnimationSubmodule funcAnimSm = animSc.fullBodyFuncAnimSm;
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// 基础动画 clip由调用方管理批处理生命周期
playerAnimSc.SetOverride("LandIdle", landIdle);
playerAnimSc.SetOverride("LandWalkForward", landWalkForward);
playerAnimSc.SetOverride("LandWalkBack", landWalkBack);
playerAnimSc.SetOverride("LandWalkLeft", landWalkLeft);
playerAnimSc.SetOverride("LandWalkRight", landWalkRight);
playerAnimSc.SetOverride("LandRunForward", landRunForward);
playerAnimSc.SetOverride("LandRunBack", landRunBack);
playerAnimSc.SetOverride("LandRunLeft", landRunLeft);
playerAnimSc.SetOverride("LandRunRight", landRunRight);
playerAnimSc.SetOverride("JumpStart", jumpStart);
playerAnimSc.SetOverride("InAir", inAir);
playerAnimSc.SetOverride("JumpLand", jumpLand);
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// FuncAnimData 通过 Reset → Add → SetOverride 进入同一缓冲区
if (getHitMediumFront) funcAnimSm.Reset(getHitMediumFront);
if (getHitMediumBack) funcAnimSm.Reset(getHitMediumBack);
if (getHitMediumLeft) funcAnimSm.Reset(getHitMediumLeft);
if (getHitMediumRight) funcAnimSm.Reset(getHitMediumRight);
if (getHitHeavyFront) funcAnimSm.Reset(getHitHeavyFront);
if (getHitHeavyBack) funcAnimSm.Reset(getHitHeavyBack);
if (getHitHeavyLeft) funcAnimSm.Reset(getHitHeavyLeft);
if (getHitHeavyRight) funcAnimSm.Reset(getHitHeavyRight);
if (dash) funcAnimSm.Reset(dash);
if (dodge) funcAnimSm.Reset(dodge);
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}
}
}
}