Reset Triggers(重置触发器)

FSM:1.OnStateEnter :进入此状态的时候自动呼叫执行里面的东西。2.OnStateUpdate:会在你位于这个状态时不断的呼叫不断地执行。每秒60次 3.OnStateExit:离开这个状态的时候执行一次。

利用FSM解决跳两次问题 当进入跳状态的时候(值等于1的时候)清空跳动画。

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(). Code that processes and affects root motion should be implemented here
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

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

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转载自blog.csdn.net/weixin_44025382/article/details/84979128
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