我试图让我的敌人在他移动时播放动画,并在他停止时切换回空闲状态。但是,我当前的代码似乎并没有这样做,而是我的敌人一直处于空闲状态。我已经检查了我的变量是否正在设置,但它们似乎并没有被我的动画师过滤以进行转换。我还有一个错误,似乎并没有阻止游戏播放,而是在控制台中弹出。错误是Controller 'Pirate': Transition " in state 'Idle_Pirate' uses parameter 'walking' which is not compatible with condition type.
我认为这是罪魁祸首,但在尝试了谷歌搜索的一些不同建议后,我正在努力寻找解决方案。这是附加到我的敌人的脚本中的代码。抱歉,如果它有点粗略,我还在学习。任何帮助是极大的赞赏。
using UnityEngine;
using System.Collections;
public class AI : MonoBehaviour {
public float walkSpeed = 2.0f;
public float wallLeft = 0.0f;
public float wallRight = 2.0f;
float walkingDirection = 1.0f;
Vector3 walkAmount;
float timeCheck = 0.0f;
float walkCheck = 0.0f;
public float maxSpeed = 5f;
bool facingRight = true;
bool idle = true;
Animator anim;
// Use this for initialization
void Start () {
anim = GetComponent<Animator>();
}
// Update is called once per frame
void FixedUpdate () {
}
void Update () {
if (timeCheck >= 2.0f) {
walkAmount.x = walkingDirection * walkSpeed * Time.deltaTime;
if (walkingDirection > 0.0f && transform.position.x >= wallRight) {
walkingDirection = -1.0f;
Flip ();
} else if (walkingDirection < 0.0f && transform.position.x <= wallLeft) {
walkingDirection = 1.0f;
Flip ();
}
walkCheck = walkCheck + Time.deltaTime;
idle = false;
}
if (walkCheck >= 2.0f) {
idle = true;
walkAmount.x = 0;
timeCheck = 0.0f;
walkCheck = 0.0f;
}
timeCheck = timeCheck + Time.deltaTime;
transform.Translate(walkAmount);
anim.SetBool ("walking", idle);
}
void Flip () {
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}