我想编写一个编辑器菜单项,访问当前打开的动画控制器并销毁/创建/修改动画过渡。
基本上,我需要遍历当前打开的动画控制器中的所有动画状态/剪辑,并根据它们的名称创建特定的过渡并调整所有剪辑的回放速度。
我有这段代码:
UnityEditorInternal.AnimatorController ac = GetComponent<Animator>().runtimeAnimatorController as UnityEditorInternal.AnimatorController;
int numLayers = ac.layerCount;
for(int i = 0; i<numLayers; i++){
UnityEditorInternal.AnimatorControllerLayer layer = ac.GetLayer(i);
Debug.Log ("Layer " + i + " is: " + layer.name + " and has " + layer.stateMachine.stateCount + " states");
UnityEditorInternal.StateMachine sm = layer.stateMachine;
for(int n = 0; n<sm.stateCount; n++){
UnityEditorInternal.State state = sm.GetState(n);
Debug.Log ("State " + state.name + " is " + state.GetHashCode());
UnityEditorInternal.Transition[] list = sm.GetTransitionsFromState(state);
for(int j = 0; j<list.Length; j++){
UnityEditorInternal.Transition transition = list[j];
Debug.Log ("Transition: " + transition.name + " is " + transition.GetHashCode());
}
}
}
但是,它不能在Unity5上编译(最有可能为Unity 4编写),而且我不确定如何使用Unity 5函数获取当前打开的AnimatorController。
动画师控制器类似乎被定义为UnityEditor.Animations.AnimatorController
,但我无法弄清楚如何抓住当前打开的一个。
有什么建议吗?
答案 0 :(得分:3)
我已经设法通过检查器上下文菜单访问AnimatorController。这不是很方便(因为要处理整个控制器,我需要先在项目视图中选择它),但它可以工作。
public class AnimImportTools: MonoBehaviour{
//.....
[MenuItem("CONTEXT/AnimatorController/Make transitions immediate")]
private static void makeTransitionsImmediate(){
UnityEditor.Animations.AnimatorController ac = Selection.activeObject as UnityEditor.Animations.AnimatorController;
foreach(var layer in ac.layers){
foreach(var curState in layer.stateMachine.states){
foreach(var transition in curState.state.transitions){
transition.duration = 0.0f;
transition.exitTime = 1.0f;
}
}
}
}
//.....
}
如果有人知道更好的方法 - 即在更易于访问的位置添加菜单或从主菜单运行此脚本(并从那里获取当前打开的动画控制器),我很满意。
答案 1 :(得分:2)
感谢您的回答,我想出了以下内容:
Animator animator = GetComponent<Animator>();
string assetPath = AssetDatabase.GetAssetPath(animator.runtimeAnimatorController);
AnimatorController controller = AssetDatabase.LoadAssetAtPath<AnimatorController>(assetPath);
这对我有用!
答案 2 :(得分:0)
在开放的Animator窗口中反射性地获取当前的AnimatorController的方式略显苛刻(应该集中注意力):
static AnimatorController GetCurrentController()
{
AnimatorController controller = null;
var tool = EditorWindow.focusedWindow;
var toolType = tool.GetType();
var controllerProperty = toolType.GetProperty("animatorController", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
if (controllerProperty != null)
{
controller = controllerProperty.GetValue(tool, null) as AnimatorController;
}
else
{
Debug.Log("EditorWindow.focusedWindow " + tool + " does not contain animatorController",tool);
}
return controller;
}
适用于我当前的Unity版本(5.2.2p4)。
然后我将其与使用Selection.objects相结合,以找到选定的状态,以便用它制作我的工具。