代码添加动画控制器

 

代码添加动画控制器

 

 1 // Creates the controller
 2 var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath ("Assets/Mecanim/StateMachineTransitions.controller");
 3 
 4 // Add parameters
 5 controller.AddParameter(“TransitionNow”, UnityEditor.Animations.AnimatorControllerParameterType.Trigger);
 6 controller.AddParameter(“Reset”, UnityEditor.Animations.AnimatorControllerParameterType.Trigger);
 7 controller.AddParameter(“GotoB1″, UnityEditor.Animations.AnimatorControllerParameterType.Trigger);
 8 controller.AddParameter(“GotoC”, UnityEditor.Animations.AnimatorControllerParameterType.Trigger);
 9 
10 // Add StateMachines
11 var rootStateMachine = controller.layers[0].stateMachine;
12 var stateMachineA = rootStateMachine.AddStateMachine(“smA”);
13 var stateMachineB = rootStateMachine.AddStateMachine(“smB”);
14 var stateMachineC = stateMachineB.AddStateMachine(“smC”);
15 
16 // Add States
17 var stateA1 = stateMachineA.AddState(“stateA1″);
18 var stateB1 = stateMachineB.AddState(“stateB1″);
19 var stateB2 = stateMachineB.AddState(“stateB2″);
20 stateMachineC.AddState(“stateC1″);
21 var stateC2 = stateMachineC.AddState(“stateC2″); // don’t add an entry transition, should entry to state by default
22 
23 // Add Transitions
24 var exitTransition = stateA1.AddExitTransition();
25 exitTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “TransitionNow”);
26 exitTransition.duration = 0;
27 
28 var resetTransition = stateMachineA.AddAnyStateTransition(stateA1);
29 resetTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “Reset”);
30 resetTransition.duration = 0;
31 
32 var transitionB1 = stateMachineB.AddEntryTransition(stateB1);
33 transitionB1.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “GotoB1″);
34 stateMachineB.AddEntryTransition(stateB2);
35 stateMachineC.defaultState = stateC2;
36 var exitTransitionC2 = stateC2.AddExitTransition();
37 exitTransitionC2.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “TransitionNow”);
38 exitTransitionC2.duration = 0;
39 
40 var stateMachineTransition = rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineC);
41 stateMachineTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “GotoC”);
42 rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineB);

 

posted on 2015-02-09 12:54  游戏开发:主席  阅读(1090)  评论(0编辑  收藏  举报

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