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[Unity2d系列教程] 006.Unity如何根据图片自动生成Animator

Unity制作2D产品的时候,我们在制作动画的时候,要不断的生成Animation,Animator等等资源,如果动画一多的话,就变得麻烦。由于Unity是支持插件开发的,我们可以添加一个Editor,然后把美术的动画图片放在指定的位置。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Animations;

public class BuildAnimation : Editor 
{
	
	//生成出的Prefab的路径
	private static string PrefabPath = "Assets/Resources/Prefabs";
	//生成出的AnimationController的路径
	private static string AnimationControllerPath = "Assets/AnimationController";
	//生成出的Animation的路径
	private static string AnimationPath = "Assets/Animation";
	//美术给的原始图片路径
	private static string ImagePath = Application.dataPath +"/Raw";
	
	[MenuItem("Build/BuildAnimaiton")]
	static void BuildAniamtion() 
	{
		DirectoryInfo raw = new DirectoryInfo (ImagePath);		
		foreach (DirectoryInfo dictorys in raw.GetDirectories()) 
		{
			List<AnimationClip> clips = new List<AnimationClip>();
			foreach (DirectoryInfo dictoryAnimations in dictorys.GetDirectories()) 
			{
				//每个文件夹就是一组帧动画,这里把每个文件夹下的所有图片生成出一个动画文件
				clips.Add(BuildAnimationClip(dictoryAnimations));
			}
			//把所有的动画文件生成在一个AnimationController里
			AnimatorController controller =	BuildAnimationController(clips,dictorys.Name);
			//最后生成程序用的Prefab文件
			BuildPrefab(dictorys,controller);
		}	
	}
	
	
	static AnimationClip BuildAnimationClip(DirectoryInfo dictorys)
	{
		string animationName = dictorys.Name;
		//查找所有图片,因为我找的测试动画是.jpg 
		FileInfo []images  = dictorys.GetFiles("*.png");
		AnimationClip clip = new AnimationClip();
		 //AnimationUtility.SetAnimationType(clip,ModelImporterAnimationType.Generic);
		EditorCurveBinding curveBinding = new EditorCurveBinding();
		curveBinding.type = typeof(SpriteRenderer);
		curveBinding.path="";
		curveBinding.propertyName = "m_Sprite";
		ObjectReferenceKeyframe[] keyFrames = new ObjectReferenceKeyframe[images.Length];
		//动画长度是按秒为单位,1/10就表示1秒切10张图片,根据项目的情况可以自己调节
		float frameTime = 1/10f;
		for(int i =0; i< images.Length; i++){
			Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(DataPathToAssetPath(images[i].FullName));
			keyFrames[i] =   new ObjectReferenceKeyframe ();
			keyFrames[i].time = frameTime *i;
			keyFrames[i].value = sprite;
		}
		//动画帧率,30比较合适
		clip.frameRate = 30;
		
		//有些动画我希望天生它就动画循环
		if(animationName.IndexOf("idle") >=0 )
		{
			//设置idle文件为循环动画
			SerializedObject serializedClip = new SerializedObject(clip);
			AnimationClipSettings clipSettings = new AnimationClipSettings(serializedClip.FindProperty("m_AnimationClipSettings"));
			clipSettings.loopTime = true;
			serializedClip.ApplyModifiedProperties();
		}
		string parentName = System.IO.Directory.GetParent(dictorys.FullName).Name;
		System.IO.Directory.CreateDirectory(AnimationPath +"/"+parentName);
		AnimationUtility.SetObjectReferenceCurve(clip,curveBinding,keyFrames);
		AssetDatabase.CreateAsset(clip,AnimationPath +"/"+parentName +"/" +animationName+".anim");
		AssetDatabase.SaveAssets();
		return clip;
	}
	
	static AnimatorController BuildAnimationController(List<AnimationClip> clips ,string name)
	{
		AnimatorController animatorController = AnimatorController.CreateAnimatorControllerAtPath(AnimationControllerPath +"/"+name+".controller");
		AnimatorControllerLayer layer = animatorController.layers[0];
		AnimatorStateMachine sm = layer.stateMachine;
		foreach(AnimationClip newClip in clips)
		{
			//AnimatorStateMachine machine = sm.AddStateMachine(newClip.name);
			AnimatorState state = sm.AddState(newClip.name);
			state.motion = newClip;
			//AnimatorStateTransition trans = sm.AddAnyStateTransition(state);
			if(newClip.name == "idle"){
				sm.defaultState = state;
			}
			//sm.AddEntryTransition(machine);
			//sm.AddStateMachineExitTransition(machine);
			//trans.RemoveCondition(0);
		}
		AssetDatabase.SaveAssets();
		return animatorController;
	}
	
	static void BuildPrefab(DirectoryInfo dictorys,AnimatorController animatorCountorller)
	{
		//生成Prefab 添加一张预览用的Sprite
		FileInfo images  = dictorys.GetDirectories()[0].GetFiles("*.png")[0];
		GameObject go = new GameObject();
		go.name = dictorys.Name;
		SpriteRenderer spriteRender =go.AddComponent<SpriteRenderer>();
		spriteRender.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(DataPathToAssetPath(images.FullName));
		Animator animator = go.AddComponent<Animator>();
		animator.runtimeAnimatorController = animatorCountorller;
		PrefabUtility.CreatePrefab(PrefabPath+"/"+go.name+".prefab",go);
		DestroyImmediate(go);
	}
	
	
	public static string DataPathToAssetPath(string path)
	{
		if (Application.platform == RuntimePlatform.WindowsEditor)
			return path.Substring(path.IndexOf("Assets\\"));
		else
			return path.Substring(path.IndexOf("Assets/"));
	}
	
	
	class AnimationClipSettings
	{
		SerializedProperty m_Property;
		
		private SerializedProperty Get (string property) { return m_Property.FindPropertyRelative(property); }
		
		public AnimationClipSettings(SerializedProperty prop) { m_Property = prop; }
		
		public float startTime   { get { return Get("m_StartTime").floatValue; } set { Get("m_StartTime").floatValue = value; } }
		public float stopTime	{ get { return Get("m_StopTime").floatValue; }  set { Get("m_StopTime").floatValue = value; } }
		public float orientationOffsetY { get { return Get("m_OrientationOffsetY").floatValue; } set { Get("m_OrientationOffsetY").floatValue = value; } }
		public float level { get { return Get("m_Level").floatValue; } set { Get("m_Level").floatValue = value; } }
		public float cycleOffset { get { return Get("m_CycleOffset").floatValue; } set { Get("m_CycleOffset").floatValue = value; } }
		
		public bool loopTime { get { return Get("m_LoopTime").boolValue; } set { Get("m_LoopTime").boolValue = value; } }
		public bool loopBlend { get { return Get("m_LoopBlend").boolValue; } set { Get("m_LoopBlend").boolValue = value; } }
		public bool loopBlendOrientation { get { return Get("m_LoopBlendOrientation").boolValue; } set { Get("m_LoopBlendOrientation").boolValue = value; } }
		public bool loopBlendPositionY { get { return Get("m_LoopBlendPositionY").boolValue; } set { Get("m_LoopBlendPositionY").boolValue = value; } }
		public bool loopBlendPositionXZ { get { return Get("m_LoopBlendPositionXZ").boolValue; } set { Get("m_LoopBlendPositionXZ").boolValue = value; } }
		public bool keepOriginalOrientation { get { return Get("m_KeepOriginalOrientation").boolValue; } set { Get("m_KeepOriginalOrientation").boolValue = value; } }
		public bool keepOriginalPositionY { get { return Get("m_KeepOriginalPositionY").boolValue; } set { Get("m_KeepOriginalPositionY").boolValue = value; } }
		public bool keepOriginalPositionXZ { get { return Get("m_KeepOriginalPositionXZ").boolValue; } set { Get("m_KeepOriginalPositionXZ").boolValue = value; } }
		public bool heightFromFeet { get { return Get("m_HeightFromFeet").boolValue; } set { Get("m_HeightFromFeet").boolValue = value; } }
		public bool mirror { get { return Get("m_Mirror").boolValue; } set { Get("m_Mirror").boolValue = value; } }
	}
	
}

 以上代码支持Unity5.0以上。

代码拷贝进去自己试试就知道了,非常方便

posted @ 2016-03-04 10:23  SD.Team  阅读(1110)  评论(0编辑  收藏  举报