{ "$type": "ConfigAvatar", "common": { "effectAttachShape": { "$type": "ConfigEffectAttachSkinnedMesh", "mesh": "EffectMesh", }, "mass": 10.0, "affectedByWorld": true, "checkInSurface": false, }, "headControl": { "$type": "ConfigHeadControl", "useHeadControl": true, "useWhiteAnimStates": false }, "equipController": { "attachPoints": { "equip01": "WeaponR", "equip02": "WeaponL" }, "sheathPoint": "WeaponBackPut", "dissolveSheathFadeDelay": 0.075, "dissolveSheathFadeTime": 2.1, "patternSheathFadeDelay": 0.075, "patternSheathFadeTime": 2.1 }, "stateLayers": { "defaultLayer": { "$type": "ConfigNormalStateLayer", "stateIDs": { "ShowWeapon_BS": { "$type": "ConfigAvatarStateIDInfo", "animatorStates": { "ShowWeapon_BS": ["Common_ShowWeapon_BS",], }, "setAnimatorBoolean": [ { "name" : "&GotoAnyState", }, ], "sheatheOnStart": true, //这个是state互切时触发的。如果内部状态互切就不会触发了。所以不得不拆出BS }, "ShowRelic_BS": { "$type": "ConfigAvatarStateIDInfo", "animatorStates": { "ShowRelic_BS": ["Emo_Avatar_Common_Manekin_RelicShowBS"], }, "setAnimatorBoolean": [ { "name" : "&GotoAnyState", }, ], "sheatheOnStart": true, }, "ShowWeapon": { "$type": "ConfigAvatarStateIDInfo", "animatorStates": { "ShowWeapon": [], "ShowWeapon_AS": ["Common_ShowWeapon_AS"], }, "battouOnStart" : true, }, "ShowRelic": { "$type": "ConfigAvatarStateIDInfo", "animatorStates": { "ShowRelic": ["Emo_Avatar_Common_Manekin_RelicShowLoop"], "ShowRelic_AS": ["Emo_Avatar_Common_Manekin_RelicShowAS"], }, "sheatheOnStart": true, //"sheatheOnEnd": true, //manekin里缺少大世界的战斗参数,sheatheOnEnd是不生效的。用start那个来收刀。 }, "ShowCharacter": //需要保证show的特效不能在别的状态播,所以这个statelayer只会有待机。 { "$type": "ConfigAvatarStateIDInfo", "animatorStates": { "ShowCharacter": [], "Show01": [], "Show02": [], }, "setAnimatorBoolean": [ { "name" : "&GotoAnyState",// 这个参数需要进入state出现。比trigger出现晚,所以从别人武器界面切到琴的时候无法用trigger和这个参数触发进入weapon的state的线。改成了用tabID,也就是在free等了一下再进weapon。 }, ], "sheatheOnStart": true }, "Skill": { "$type": "ConfigAvatarStateIDInfo", "animatorStates": { "Skill": [], }, "setAnimatorBoolean": [ { "name" : "&GotoAnyState", }, ], "battouOnStart": true }, "Story": { "$type": "ConfigAvatarStateIDInfo", "animatorStates": { "Story": [], }, "setAnimatorBoolean": [ { "name" : "&GotoAnyState", }, ], "sheatheOnStart": true }, "ShowFlycloak": { "$type": "ConfigAvatarStateIDInfo", "animatorStates": { "ShowFlycloak": [], }, "setAnimatorBoolean": [ ], "sheatheOnStart": true }, } } }, "abilities": { }, }