在Unity中构建一个SM(State Machine)节点式动画技能编辑器是开发复杂动作游戏(如ARPG、MOBA)的核心工具之一。它能让策划、动画师和技术美术高效协作,可视化地设计技能逻辑、动画过渡、特效触发、受击判断等。下面是一个完整的实现思路与架构方案:
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public class SkillNode : Node {
[Input] public TransitionEntry entry;
[Output] public TransitionExit exit;
public AnimationClip animation;
public float transitionDuration = 0.1f;
public List events; // 时间轴事件
}
事件驱动体系
public class AnimationEventNode : SkillNode {
public float triggerTime;
public UnityEvent onTrigger; // 绑定特效/音效/伤害判定
}
[CreateAssetMenu(fileName = "NewSkill", menuName = "SkillEditor/SkillGraph")]
public class SkillGraph : ScriptableObject {
public List nodes = new List();
public List links = new List();
}
public class SkillStateMachine : MonoBehaviour {
private Dictionary states;
private SkillState currentState;
void Update() {
currentState?.OnUpdate();
}
public void TransitionTo(string stateName, float blendTime) {
if(states.TryGetValue(stateName, out var newState)) {
StartCoroutine(BlendStates(currentState, newState, blendTime));
}
}
}
IEnumerator BlendStates(SkillState from, SkillState to, float duration) {
float elapsed = 0;
while (elapsed < duration) {
float weight = elapsed / duration;
animator.CrossFade(to.animationClip, weight, to.layer);
elapsed += Time.deltaTime;
yield return null;
}
currentState = to;
}
public class SkillEventDispatcher : MonoBehaviour {
private Dictionary> timelineEvents = new Dictionary>();
public void RegisterEvent(float time, System.Action callback) {
if(!timelineEvents.ContainsKey(time))
timelineEvents[time] = new List();
timelineEvents[time].Add(callback);
}
// 由AnimationEvent调用
public void OnAnimEvent(float time) {
if(timelineEvents.TryGetValue(time, out var callbacks)) {
foreach(var cb in callbacks) cb?.Invoke();
}
}
}
animator.Play("Fireball", 1); // 在Layer1播放
CanBeInterrupted
标签系统{
"skillId": 1001,
"nodes": [
{ "type": "AnimationNode", "clip": "attack01", "events": [
{"time": 0.3, "action": "SpawnEffect", "path": "fx/fireball"},
{"time": 0.5, "action": "ApplyDamage", "radius": 2.0}
]}
]
}
public class HitboxNode : SkillNode {
public GameObject hitboxPrefab;
public float startTime;
public float duration;
// 在指定时间生成碰撞体
public void ActivateHitbox() {
var hitbox = Instantiate(hitboxPrefab);
Destroy(hitbox, duration);
}
}
工具 | 用途 |
---|---|
Cinemachine | 技能镜头控制 |
Timeline | 过场动画与技能协同 |
Odin | 配置数据可视化编辑 |
Addressables | 技能资源动态加载 |
实际项目建议:初期可基于xNode快速原型开发,中大型项目推荐使用GraphView构建更专业的编辑器界面。重点保障状态机的执行效率,尤其当同时存在上百个技能实例时(如MMO场景)。
这种编辑器极大提升了复杂技能的制作效率,典型的成功案例如《王者荣耀》的技能编辑器支持300+英雄的技能配置。核心在于平衡可视化灵活性与运行时性能,通过良好的架构设计,可使战斗系统迭代速度提升3-5倍。
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