Files
engine/e2e/case/animator-stateMachineScript.ts
luzhuang f728209255 fix(animation, loader): 从 #2983 抽离动画与 GLTF 加载器修复 (#2999)
* fix(animation): add per-instance speed to AnimatorStatePlayData
2026-05-18 16:54:15 +08:00

90 lines
2.7 KiB
TypeScript

/**
* @title AnimatorStateScript
* @category Animation
*/
import {
Animator,
AnimatorState,
Camera,
Color,
DirectLight,
Font,
GLTFResource,
Logger,
StateMachineScript,
TextRenderer,
Vector3,
WebGLEngine
} from "@galacean/engine";
import { initScreenshot, updateForE2E } from "./.mockForE2E";
Logger.enable();
WebGLEngine.create({ canvas: "canvas" }).then((engine) => {
engine.canvas.resizeByClientSize(2);
const scene = engine.sceneManager.activeScene;
const rootEntity = scene.createRootEntity();
// camera
const cameraEntity = rootEntity.createChild("camera_node");
cameraEntity.transform.position = new Vector3(0, 1, 5);
const camera = cameraEntity.addComponent(Camera);
cameraEntity.transform.lookAt(new Vector3(0, 1, 0));
const lightNode = rootEntity.createChild("light_node");
lightNode.addComponent(DirectLight).color = new Color(
0.31854677812509186,
0.31854677812509186,
0.31854677812509186,
1
);
lightNode.transform.lookAt(new Vector3(0, 0, 1));
lightNode.transform.rotate(new Vector3(0, 90, 0));
// initText
const textEntity = rootEntity.createChild("text");
const textRenderer = textEntity.addComponent(TextRenderer);
textEntity.transform.setPosition(0, 2, 0);
textRenderer.fontSize = 12;
textRenderer.font = Font.createFromOS(engine, "AlibabaSans");
textRenderer.text = "";
engine.resourceManager
.load<GLTFResource>("https://gw.alipayobjects.com/os/bmw-prod/5e3c1e4e-496e-45f8-8e05-f89f2bd5e4a4.glb")
.then((gltfResource) => {
const { animations = [], defaultSceneRoot } = gltfResource;
rootEntity.addChild(defaultSceneRoot);
const animator = defaultSceneRoot.getComponent(Animator);
const walkState = animator.animatorController.layers[0].stateMachine.findStateByName("walk");
if (!walkState) {
throw new Error("Animator state not found: walk");
}
walkState.addStateMachineScript(
class extends StateMachineScript {
onStateEnter(animator: Animator, animatorState: AnimatorState, layerIndex: number): void {
textRenderer.text = "0";
console.log("onStateEnter: ", animatorState);
}
onStateUpdate(animator: Animator, animatorState: AnimatorState, layerIndex: number): void {
console.log("onStateUpdate: ", animatorState);
}
onStateExit(animator: Animator, animatorState: AnimatorState, layerIndex: number): void {
textRenderer.text = "1";
console.log("onStateExit: ", animatorState);
}
}
);
animator.play("walk");
updateForE2E(engine, 30);
animator.crossFade("run", 0.5, 0, 0);
updateForE2E(engine, 100);
initScreenshot(engine, camera);
});
});