// stateInfo.fullPathHash:判断当前动画状态;Animator.StringToHash ("Base Layer.Kick01"):获取kick01动画的序列号;!anim.IsInTransition (0):触发的动画不是当前状态的动画时;
if (Animator.StringToHash ("Base Layer.Kick01") == stateInfo.fullPathHash && !anim.IsInTransition (0)) {
KickMotion (false);
} else if (Animator.StringToHash ("Base Layer.Kick02") == stateInfo.fullPathHash && !anim.IsInTransition (0)) {
KickMotion (false);
} else if (Animator.StringToHash ("Base Layer.Kick03") == stateInfo.fullPathHash && !anim.IsInTransition (0)) {
KickMotion (false);
} else if (Animator.StringToHash ("Base Layer.Hurt") == stateInfo.fullPathHash && !anim.IsInTransition (0)) {
anim.SetBool ("Hurt", false);
}
else if (Animator.StringToHash ("Base Layer.Jump") == stateInfo.fullPathHash && !anim.IsInTransition (0))
{
anim.SetBool ("Jump", false);
}
if (Animator.StringToHash ("Base Layer.Kick01") == stateInfo.fullPathHash && !anim.IsInTransition (0)) {
KickMotion (false);
} else if (Animator.StringToHash ("Base Layer.Kick02") == stateInfo.fullPathHash && !anim.IsInTransition (0)) {
KickMotion (false);
} else if (Animator.StringToHash ("Base Layer.Kick03") == stateInfo.fullPathHash && !anim.IsInTransition (0)) {
KickMotion (false);
} else if (Animator.StringToHash ("Base Layer.Hurt") == stateInfo.fullPathHash && !anim.IsInTransition (0)) {
anim.SetBool ("Hurt", false);
}
else if (Animator.StringToHash ("Base Layer.Jump") == stateInfo.fullPathHash && !anim.IsInTransition (0))
{
anim.SetBool ("Jump", false);
}