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animations.cs
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// Action Control V1
// This is to change the animation (Not custom animation though..)
//Animations
SlipFaceWall 不知道是啥
SlipBackWall 不知道是啥
DropDown 落地
JumpOffWall 跳出墙面
Jump 跳跃
JumpForRun 奔跑跳跃
JumpForWalk 步行跳跃
Fly 飞翔
FlyStart 开始飞
JumpForSprint 跳跃冲刺
SwimIdle 游泳
SwimMove 游泳运动
SwimDash 游泳冲刺
ClimbMove1 攀爬移动1
ClimbIdle 爬行待机
ClimbJump 攀登跳跃
ClimbMove0 攀爬移动1
FallToGroundRun 落地跑
FallOnGroundLit 落地Lit
FallOnGround 落地
FallToGroundRunHard 落地翻滚
FallToGroundSprint 落地跑
Walk 走
Run 跑
Standby 待机
RunToIdle 停止奔跑
RunToWalk 奔跑到步行
WalkToIdle 步行至停顿
WalkToRun 步行到跑步
Sprint 冲刺
SprintToIdle 怠速冲刺
SprintToRun 冲刺到跑步
ClimbDownToGround 攀爬到地面
SprintBS 冲刺BS
ShowUp 上场
CrouchToStandby 蹲下待机
CrouchIdle 蹲下闲置
CrouchRoll 蹲下翻滚
CrouchMove 蹲下移动
SkiffNormal 正常情况
Upstairs 上楼
JumpUpWallForStandby 跳上墙待机
JumpUpWallReady 跳上墙准备
Standby2ClimbA 爬墙待机A
SwimJump 游泳跳跃
SwimJumpDrop 游泳跳下
SwimJumpToWater 游泳跳到水里
Standby2ClimbB 爬墙待机B
CrouchDrop 召唤上升气流(bushi
TurnDir 转移方向
StandbyWeapon 武器待机
StandbyPutaway 收武器
StandbyPutawayOver 召唤武器
Icespine_Out E收扇子
Icespine 凌华的E技能
LiquidStrike_MoveStandby 液体模式(莫娜和凌华的冲刺模式
LiquidStrike_AS 液体模式_AS
LiquidStrike_BS 液体模式_BS
LiquidStrike_BS1 液体模式_BS1
LiquidStrike_Move 液体模式_Move
LiquidStrike_Strike 液体模式_Strike
LiquidStrike_FatalStandby 液体模式_FatalStandby
LiquidStrike_FatalMove 液体模式_FatalMove
LiquidStrike_AS_OnWater 液体模式_AS_OnWater
LiquidStrike_BS_0 液体模式_BS_0
FrozenWindmill 大招动画(可以改成你当前角色的 默认是凌华的
FrozenWindmill_AS 大招动画_AS
Attack03 攻击03
Attack04 攻击04
Attack05 攻击05
Attack01 攻击01
Attack02 攻击02
ExtraAttack 重击
ExtraAttack_AS 重击_AS
FallingAnthem_Loop 下落攻击_Loop
FallingAnthem_AS_2 下落攻击_AS_2
FallingAnthem_BS_1 下落攻击_BS_1
FallingAnthem_BS_2 下落攻击_BS_2
FallingAnthem_AS_1 下落攻击_AS_1
FallingAnthem_Loop_Low 下落攻击_Loop_Low
SitBDown 高脚凳坐下
SitBLoop 高脚凳坐_Loop
SitBUp 高脚凳坐_起来
SitDown 坐下
SitLoop 坐_Loop
SitUp 坐_起来
StandbyShow_01 待机动画_01
StandbyShow_02 待机动画_02
StandbyVoice 待机语音
Think01BS 思考01_BS
Think01Loop 思考01_Loop
Think01AS 思考01_AS
Akimbo02BS 单手叉腰_BS
Akimbo02Loop 单手叉腰_Loop
Akimbo02AS 单手叉腰_AS
ChannelBS 紫薇等一下(bushi
ChannelLoop 伸胳膊_Loop
ChannelAS 伸胳膊_AS
PlayMusic_Lyre_AS 风物之琴_AS
PlayMusic_Lyre_BS 风物之琴_BS
PlayMusic_Lyre_Loop 风物之琴_Loop
PlayMusic_Qin_BS 镜花之琴_BS
PlayMusic_Qin_AS 镜花之琴_AS
PlayMusic_Qin_Loop 镜花之琴_Loop
ActivitySkill_ElectricCoreFly 原地风之翼
Hit_H 受击_H
Hit_L 受击_L
Hit_Throw 受击_砸中
Hit_Throw_Ground 受击_地板溅射
Hit_ThrowAir 受击_空中砸中
Struggle 受击_翻滚
NormalDie 正常死亡
SwimDie 淹死
HitGroundDie 被砸死在地上
FallDie_AS 摔死_AS
FallDie 摔死
//Main Character
UziExplode_AS 风主E技能_AS
UziExplode_BS 风主E技能_BS
UziExplode_Charge_01 风主E技能_01
UziExplode_Strike_02 风主E技能_02
UziExplode_Charge_02 风主E技能_02
UziExplode_Strike_01 风主E技能_01
UziExplode_BS_1 风主E技能_BS_1
WindBreathe_AS 风主大招_AS
WindBreathe 风主大招
Hogyoku_AS 荒星_AS
Hogyoku_BS 荒星_BS
Hogyoku 荒星
Hogyoku_Charge 荒星_瞄准
Hogyoku_Charge_AS 荒星_瞄准_AS
Hogyoku_Charge_2 荒星落
RockTide_AS 岩主大招_AS
RockTide 岩主大招
CrouchThrowBS 蹲下抛物线BS
CrouchThrowLoop 蹲下抛物线Loop
CrouchThrowAS 蹲下抛物线AS
FindCatThrowBS 寻找猫咪抛物线BS
FindCatThrowLoop 寻找猫咪抛物线Loop
FindCatThrowAS 寻找猫咪抛物线AS
Player_Electric_ElementalArt 雷主E技能
Player_Electric_ElementalArt_AS 雷主E技能_AS
Player_Electric_ElementalBurst 雷主大招
Player_Electric_ElementalBurst_AS 雷主大招_AS
PutHand01BS 递空气01BS
PutHand01Loop 递空气oop
PutHand01AS 递空气01AS
Akimbo01BS 双手叉腰01BS
Backrake01BS 达咩01BS
Forerake01BS 期待01BS
StrikeChest01BS 坚信01BS
Akimbo01Loop 双手叉腰01Loop
Akimbo01AS 双手叉腰01AS
Backrake01Loop 达咩01Loop
Backrake01AS 达咩01AS
Forerake01Loop 期待01Loop
Forerake01AS 期待01AS
StrikeChest01Loop 坚信01Loop
StrikeChest01AS 坚信01AS
HoldHead01BS 扶额01BS
HoldHead01Loop 扶额01环
HoldHead01AS 扶额01AS
Clap01 鼓掌01
Turn01_90LBS 转向01_90LBS
Turn01_90RBS 转向01_90RBS
Turn01_90LAS 转向01_90LAS
Turn01_90RAS 转向01_90RAS
Alert01BS 警惕01BS
Alert01Loop 警惕01Loop
Alert01AS 警惕01AS
Fishing01_BS 钓鱼01_BS
Fishing01Loop 钓鱼01环
Fishing01AS 钓鱼01AS
Think01_BS 思考01_BS
Think01_Loop 思考01_Loop
Think01_AS 思考01_AS
Channel01BS 伸胳膊01BS
Channel01Loop 伸胳膊01Loop
Channel01AS 伸胳膊01AS
Fishing_Battle_BS 钓鱼_Battle_BS
Fishing_Cast_AS 钓鱼_绑鱼饵_AS
Fishing_Cast_BS 钓鱼_绑鱼饵_BS
Fishing_Cast_Loop 钓鱼_绑鱼饵_循环
Fishing_Choose 钓鱼_选择
Fishing_Choose_Loop 钓鱼_选择_Loop
Fishing_End 钓鱼_结束
Fishing_Pull_01 钓鱼_01
Fishing_Pull_02 钓鱼_02
Fishing_Wait 钓鱼_等待
Fishing_Pull_Fail 钓鱼_失败
Bartender_MixingStandby 调酒师待命
Bartender_MixingStart 调酒师开始调酒
Bartender_MixingToPour 调酒师的搅拌
Bartender_Pour 调酒师倒酒
Bartender_PourFinish 调酒师倒酒结束
Bartender_PourStandby 调酒师的待机状态
Bartender_AddLoop 调酒师_添加循环
Bartender_PrepareStart 调酒师准备开始
Bartender_Standby 调酒师_待机
Bartender_AddStandby 调酒师_添加待机
Bartender_PrepareToStandby 调酒师准备待机
Bartender_StandbyFinish 调酒师_待机结束
Blocking_BS 招架_BS
Blocking_Loop 招架_循环
Blocking_Back 招架_返回
Blocking_Bounce 招架_反弹
Blocking_Hit 招架_命中
Blocking_AS 招架_AS
//Run
//Get Character Path
var obj = GameObject.Find("EntityRoot/AvatarRoot/Avatar_Girl_Sword_Ayaka(Clone)/OffsetDummy/Avatar_Girl_Sword_Ayaka");
var ac = obj.GetComponent<Animator>();
//Playback
ac.Play("FallDie");
//The following paragraph is executed separately to reset the action when the card master is used
var obj = GameObject.Find("EntityRoot/AvatarRoot/Avatar_Girl_Sword_Ayaka(Clone)/OffsetDummy/Avatar_Girl_Sword_Ayaka");
var ac = obj.GetComponent<Animator>();
ac.Rebind();
//Print character actions to Log (to be used when needed)
// var obj = GameObject.Find("EntityRoot/AvatarRoot/Avatar_Boy_Sword_PlayerBoy(Clone)/OffsetDummy/Avatar_Boy_Sword_PlayerBoy");
// var ac = obj.GetComponent<AnimatorController>();
// foreach(string str in ac._stateNames)
// {
// Log(str);
// }