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Unity3D之Mecanim动画系统学习笔记(十):Mecanim动画的资源加载相关

2015-09-24 17:00  阿诚de窝  阅读(3850)  评论(0编辑  收藏  举报

资源加载是必备的知识点,这里就说说Mecanim动画的资源如何打包及加载。

注意,Unity4.x和Unity5.x的AssetBundle打包策略不一样,本笔记是基于Unity4.x的AssetBundle进行打包的。

我们一般使用FBX类型的模型及动画文件,而动画文件的储存一般有两种情况,一是所有的动画和模型都一起存放到一个文件中,还有一种情况是模型单独一个文件而动画单独一个文件。这里我们就两种情况都看一下。

使用的资源是Unity3D自带的以及从一本教材中取出的两种类型的动画资源,同时需要对其动画创建对应的Animator Controller。

模型动画都存放在一个文件中的情况

一个FBX文件保存了模型、骨骼和动画,如下图:

下面是配置的Animator Controller:

需要注意的是,官方并没有提供为Animator设置Animator Controller的接口,所以我们必须将配置好的GameObject制作为一个预制件进行加载。

Resources加载

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class AllInOneResourcesLoad : MonoBehaviour
 5 {
 6     private Animator _animator;
 7 
 8     void Start()
 9     {
10         GameObject go = Resources.Load<GameObject>("AllInOne/ConstructorPrefab");
11 
12         GameObject man = Instantiate(go) as GameObject;
13         _animator = man.GetComponent<Animator>();
14     }
15     
16     void OnGUI()
17     {
18         if(GUI.Button(new Rect(0, 0, 100, 30), "idle"))
19         {
20             _animator.SetBool("walk", false);
21             _animator.SetBool("run", false);
22         }
23         if(GUI.Button(new Rect(100, 0, 100, 30), "walk"))
24         {
25             _animator.SetBool("walk", true);
26             _animator.SetBool("run", false);
27         }
28         if(GUI.Button(new Rect(200, 0, 100, 30), "run"))
29         {
30             _animator.SetBool("walk", false);
31             _animator.SetBool("run", true);
32         }
33         if(GUI.Button(new Rect(300, 0, 100, 30), "jump"))
34         {
35             _animator.SetTrigger("jump");
36         }
37     }
38 }

AssetBundle加载

打包

 1 using UnityEngine;
 2 using UnityEditor;
 3 
 4 public class CreateAllInOneAB
 5 {
 6     [MenuItem("Tool/CreateAllInOneAB")]
 7     private static void Create()
 8     {
 9         BuildPipeline.BuildAssetBundle(null, new[]
10             {
11                 AssetDatabase.LoadAssetAtPath("Assets/Resources/AllInOne/ConstructorPrefab.prefab", typeof(GameObject))
12             },
13             Application.streamingAssetsPath + "/AllInOne.assetbundle",
14             BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.UncompressedAssetBundle,
15             BuildTarget.StandaloneWindows64);
16     }
17 }

加载

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class AllInOneAssetBundleLoad : MonoBehaviour
 5 {
 6     private Animator _animator;
 7 
 8     void Start()
 9     {
10         AssetBundle assetBundle = AssetBundle.CreateFromFile(Application.streamingAssetsPath + "/AllInOne.assetbundle");
11 
12         GameObject go = assetBundle.Load("ConstructorPrefab", typeof(GameObject)) as GameObject;
13 
14         GameObject man = Instantiate(go) as GameObject;
15         _animator = man.GetComponent<Animator>();
16     }
17 
18     void OnGUI()
19     {
20         if(GUI.Button(new Rect(0, 0, 100, 30), "idle"))
21         {
22             _animator.SetBool("walk", false);
23             _animator.SetBool("run", false);
24         }
25         if (GUI.Button(new Rect(100, 0, 100, 30), "walk"))
26         {
27             _animator.SetBool("walk", true);
28             _animator.SetBool("run", false);
29         }
30         if (GUI.Button(new Rect(200, 0, 100, 30), "run"))
31         {
32             _animator.SetBool("walk", false);
33             _animator.SetBool("run", true);
34         }
35         if (GUI.Button(new Rect(300, 0, 100, 30), "jump"))
36         {
37             _animator.SetTrigger("jump");
38         }
39     }
40 }

模型动画分开存放的情况

还有一种情况是模型和动画是分为多个FBX文件存放的,比如下面是模型文件:

虽然有一个Take 001的动画,但是实际上我们并不使用该动画,而是使用下面仅保存了动画的FBX文件:

下面是配置的Animator Controller:

除了没有提供设置Animator Controller的接口,也无法在运行时对动画剪辑进行增加删除的操作,所以我们一般打包时就收集所有的依赖项一起打包,归根结底还是只需要一个制作好的预制件即可。

从这个角度看,其实是否将动画进行拆分最终的使用方式都是一样的。

Resources加载

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class ResourcesLoad : MonoBehaviour
 5 {
 6     private Animator _animator;
 7 
 8     void Start()
 9     {
10         GameObject go = Resources.Load<GameObject>("ZombieNurse/ZombieNursePrefab");
11 
12         GameObject man = Instantiate(go) as GameObject;
13         _animator = man.GetComponent<Animator>();
14     }
15 
16     void OnGUI()
17     {
18         if(GUI.Button(new Rect(0, 0, 100, 30), "idle"))
19         {
20             _animator.SetBool("run", false);
21         }
22         if(GUI.Button(new Rect(100, 0, 100, 30), "run"))
23         {
24             _animator.SetBool("run", true);
25         }
26         if(GUI.Button(new Rect(200, 0, 100, 30), "attack"))
27         {
28             _animator.SetTrigger("attack");
29         }
30         if(GUI.Button(new Rect(300, 0, 100, 30), "dead"))
31         {
32             _animator.SetTrigger("dead");
33         }
34     }
35 }

AssetBundle加载

打包

 1 using UnityEditor;
 2 using UnityEngine;
 3 
 4 public class CreateAB
 5 {
 6     [MenuItem("Tool/CreateAB")]
 7     private static void Create()
 8     {
 9         BuildPipeline.BuildAssetBundle(null, new[]
10             {
11                 AssetDatabase.LoadAssetAtPath("Assets/Resources/ZombieNurse/ZombieNursePrefab.prefab", typeof(GameObject))
12             },
13             Application.streamingAssetsPath + "/AB.assetbundle",
14             BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.UncompressedAssetBundle,
15             BuildTarget.StandaloneWindows64);
16     }
17 }

加载

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class AssetBundleLoad : MonoBehaviour
 5 {
 6     private Animator _animator;
 7 
 8     void Start()
 9     {
10         AssetBundle assetBundle = AssetBundle.CreateFromFile(Application.streamingAssetsPath + "/AB.assetbundle");
11 
12         GameObject go = assetBundle.Load("ZombieNursePrefab", typeof(GameObject)) as GameObject;
13 
14         GameObject man = Instantiate(go) as GameObject;
15         _animator = man.GetComponent<Animator>();
16     }
17 
18     void OnGUI()
19     {
20         if(GUI.Button(new Rect(0, 0, 100, 30), "idle"))
21         {
22             _animator.SetBool("run", false);
23         }
24         if(GUI.Button(new Rect(100, 0, 100, 30), "run"))
25         {
26             _animator.SetBool("run", true);
27         }
28         if(GUI.Button(new Rect(200, 0, 100, 30), "attack"))
29         {
30             _animator.SetTrigger("attack");
31         }
32         if(GUI.Button(new Rect(300, 0, 100, 30), "dead"))
33         {
34             _animator.SetTrigger("dead");
35         }
36     }
37 }