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  • NETWORK_动画同步

    using UnityEngine;
    using System.Collections;
    using System;

    public class NetworkSyncAnimation : MonoBehaviour {
     
     public enum AniStates
     {
      walk = 0,
      run,
      kick,
      punch,
      jump,
      jumpfall,
      idle,
      gotbit,
      gothit,
      walljump,
      deathfall,
      jetpackjump,
      ledgefall,
      buttstomp,
      jumpland
     }
     
     public AniStates currentAnimation = AniStates.idle;
     public AniStates lastAnimation = AniStates.idle;
     
     public void SyncAnimation(String animationValue)
     {
      currentAnimation = (AniStates)Enum.Parse(typeof(AniStates), animationValue);
     }
     
     // Update is called once per frame
     void Update () {
      
      if (lastAnimation != currentAnimation)
      {
       lastAnimation = currentAnimation;
       animation.CrossFade(Enum.GetName(typeof(AniStates), currentAnimation));
       animation["run"].normalizedSpeed = 1.0F;
       animation["walk"].normalizedSpeed = 1.0F;
      }
     }
     
     void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
     {
      if (stream.isWriting)
      {
       char ani = (char)currentAnimation;
       stream.Serialize(ref ani);
      }
      else
      {
       char ani = (char)0;
       stream.Serialize(ref ani);
       
       currentAnimation = (AniStates)ani;
      } 
     }
    }

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  • 原文地址:https://www.cnblogs.com/softimagewht/p/2161959.html
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