Unity 5:access/modify 来自编辑器中 C# 脚本的 AnimatorController
Unity 5: access/modify AnimatorController from C# script in editor
我想编写一个访问当前打开的动画控制器和 destroys/creates/modifies 动画过渡的编辑器菜单项。
基本上,我需要遍历当前打开的动画控制器中的所有动画 states/clips,并根据它们的名称创建特定的过渡并调整所有剪辑的播放速度。
我有这个代码片段:
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,它无法在 Unity5 上编译(很可能是为 Unity 4 编写的),而且我不确定如何使用 Unity 5 函数获取当前打开的 AnimatorController。
动画器控制器class 似乎定义为UnityEditor.Animations.AnimatorController
,但我不知道如何抓取当前打开的控制器。
有什么建议吗?
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select),但它确实有效。
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 - 即在更容易访问的位置添加菜单或 运行 来自主菜单的脚本(并从那里获取当前打开的 animatorcontroller),我洗耳恭听。
感谢您的回答,我得出以下结论:
Animator animator = GetComponent<Animator>();
string assetPath = AssetDatabase.GetAssetPath(animator.runtimeAnimatorController);
AnimatorController controller = AssetDatabase.LoadAssetAtPath<AnimatorController>(assetPath);
这对我有用!
在打开的 Animator 中以反射方式获取当前 AnimatorController 的方式有点笨拙 window(应该重点关注):
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来制作我的工具。
我想编写一个访问当前打开的动画控制器和 destroys/creates/modifies 动画过渡的编辑器菜单项。
基本上,我需要遍历当前打开的动画控制器中的所有动画 states/clips,并根据它们的名称创建特定的过渡并调整所有剪辑的播放速度。
我有这个代码片段:
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,它无法在 Unity5 上编译(很可能是为 Unity 4 编写的),而且我不确定如何使用 Unity 5 函数获取当前打开的 AnimatorController。
动画器控制器class 似乎定义为UnityEditor.Animations.AnimatorController
,但我不知道如何抓取当前打开的控制器。
有什么建议吗?
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select),但它确实有效。
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 - 即在更容易访问的位置添加菜单或 运行 来自主菜单的脚本(并从那里获取当前打开的 animatorcontroller),我洗耳恭听。
感谢您的回答,我得出以下结论:
Animator animator = GetComponent<Animator>();
string assetPath = AssetDatabase.GetAssetPath(animator.runtimeAnimatorController);
AnimatorController controller = AssetDatabase.LoadAssetAtPath<AnimatorController>(assetPath);
这对我有用!
在打开的 Animator 中以反射方式获取当前 AnimatorController 的方式有点笨拙 window(应该重点关注):
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来制作我的工具。