脚本控制animation的事件
由于动作设计经常修改动作,所以每次改完都要再添加一次animation的事件,所以就直接写了个脚本,当然以后可以做成表格,然后用脚本从表格中读取,然后生成对应的animation事件。在Assets/Editor目录中放置代码,参考代码如下:
using UnityEngine;
using System.Collections;
using UnityEditor;
public class AddEventsToAnimations : MonoBehaviour {
[MenuItem("Assets/Demo2/Add animations events")] //添加到editor的menu
static void AddEvents()
{
float t = 0.03333f;
int i = 0;
string attack01str = "Assets/My Project/Raw Data/Character/Hero/Anis/Attack01.anim";
const int nLen = 4;
AnimationEvent[] arr = new AnimationEvent[nLen];
//设置了3个点添加事件
int[] attack01time = new int[nLen-1]{10,25,40};
//装载动画
AnimationClip attack01clip = AssetDatabase.LoadMainAssetAtPath(attack01str) as AnimationClip;
if (attack01clip == null)
{
Debug.Log("attack 01 clip is null");
return;
}
//添加事件
for (i = 0; i < attack01time.Length; i++)
{
AnimationEvent attack01 = new AnimationEvent();
attack01.functionName = "NotifyAttack1";
attack01.time = t * attack01time[i];
arr[i] = attack01;
}
//这里是添加结束事件,看自己是不是需要了
AnimationEvent attack011 = new AnimationEvent();
attack011.functionName = "NotifyAttackEnd";
attack011.time = t * 70;
attack011.stringParameter = "Attack01";
arr[i] = attack011;
//用editor函数设置此动画的事件
AnimationUtility.SetAnimationEvents(attack01clip, arr);
}
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