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  • Unity-Animator深入系列---fullPathHash和shortNameHash

    回到 Animator深入系列总目录

    Unity5对状态哈希做了改进,拆分成了fullPathHash和shortNameHash,那么就来看看他们有什么区别

    测试结果:

    fullPathHash支持嵌套子状态以及层,shortNameHash直接不支持路径

    这是使用的测试状态机,一共三种状态

    测试脚本:

    public class A1 : MonoBehaviour
    {
        public Animator animator;
    
    
        void OnGUI()
        {
            GUILayout.Box("Layer1 fullPathHash - " + (animator.GetCurrentAnimatorStateInfo(0).fullPathHash == Animator.StringToHash("Layer1.Idle")));
            GUILayout.Box("Layer1 Idle2 fullPathHash - " + (animator.GetCurrentAnimatorStateInfo(0).fullPathHash == Animator.StringToHash("Layer1.Group.Idle")));
            GUILayout.Box("Layer2 fullPathHash - " + (animator.GetCurrentAnimatorStateInfo(1).fullPathHash == Animator.StringToHash("Layer2.Idle")));
    
            GUILayout.Box("Layer1 shortNameHash - " + (animator.GetCurrentAnimatorStateInfo(0).shortNameHash == Animator.StringToHash("Idle")));
            GUILayout.Box("Layer1 Idle2 shortNameHash(1) - " + (animator.GetCurrentAnimatorStateInfo(0).shortNameHash == Animator.StringToHash("Group.Idle")));
            GUILayout.Box("Layer1 Idle2 shortNameHash(2) - " + (animator.GetCurrentAnimatorStateInfo(0).shortNameHash == Animator.StringToHash("Idle")));
            GUILayout.Box("Layer2 shortNameHash - " + (animator.GetCurrentAnimatorStateInfo(1).shortNameHash == Animator.StringToHash("Idle")));
        }
    }
    View Code

    测试结果1(Layer1.Group.Idle未跳转):

    测试结果2(Layer1.Group.Idle已跳转):

    最终结论:

    fullPathHash支持子状态以及层,shortNameHash直接不支持路径

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  • 原文地址:https://www.cnblogs.com/hont/p/5191768.html
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