Unity杂记

    void SwitchAnim()
    {
        if (isGround)
        {
            if (state != State.PlayerIdle && ((state == State.PlayerRun && Mathf.Abs(rb.velocity.x) < 0.01f) || state == State.PlayerFall))
            {
                anim.SetTrigger("PlayerIdle");
                state = State.PlayerIdle;
            }
            else if (state != State.PlayerRun && (state == State.PlayerIdle && Mathf.Abs(rb.velocity.x) > 0.01f))
            { 
                anim.SetTrigger("PlayerRun");
                state = State.PlayerRun;
            }
        }
        else if (!isGround)
        {
            if (state != State.PlayerJump && (state == State.PlayerIdle || state == State.PlayerRun || state == State.PlayerFall))
            {
                if (rb.velocity.y > 0)
                { 
                    anim.SetTrigger("PlayerJump");
                    state = State.PlayerJump;
                }
            }
            else if (state != State.PlayerFall && (state == State.PlayerJump || state == State.PlayerIdle || state == State.PlayerRun))
            {
                if (rb.velocity.y < 0)
                {
                    anim.SetTrigger("PlayerFall");
                    state = State.PlayerFall;
                }
            }
        }
    }
}

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转载自www.cnblogs.com/howld/p/12290548.html
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