Animation
#region //控制Animation的播放
private void onAnimationGui()//(GameObject obj)
{
Animation animation = gameObject.transform.GetComponentInChildren<Animation>();
// Animator animator = obj.transform.GetComponentInChildren<Animator>();
int count = 0;
if(animation.gameObject.transform.parent.gameObject.activeSelf)
{
foreach(AnimationState _state in animation)
{
if (GUI.Button(new Rect(Vector2.up * 60*(count+1), new Vector2(150, 50)), "Play "+_state.name))
{
if(null != _state)
{
animation.enabled = true;
animation.Play(_state.name);
Debug.Log("当前播放的是"+animation.name+"--------------"+_state.name+"----动画");
}
}
count += 1;
Debug.Log("clips.lenght=======333333333333333333333333333333333333333333=====animation"+animation);
}
if (GUI.Button(new Rect(Vector2.up * 60*(count+1), new Vector2(150, 50)), "重置Reset"))
{
gameObject.transform.localPosition = originPos;
Debug.Log("重置回初始状态");
}
Debug.Log("clips.lenght=======44444444444444444444444444444444444444444444444444=====");
setScaleController(count +2,animation.gameObject);
Debug.Log("clips.lenght=======44444444444444444444444444444444444444444444444444=====");
}
}
#endregion
Animator
#region //控制Animator的播放
private void onAnimatorGui()//(GameObject obj)
{
Animator animator = gameObject.transform.GetComponentInChildren<Animator>();
// Animator animator = obj.transform.GetComponentInChildren<Animator>();
if(animator.gameObject.transform.parent.gameObject.activeSelf)
{
AnimationClip[] clips = animator.runtimeAnimatorController.animationClips;
for(int i = 0;i<clips.Length;i++)
{
//根据动画名字 添加对应的动画按钮
if (GUI.Button(new Rect(Vector2.up * 60*(i+1), new Vector2(150, 50)), "Play "+clips[i].name))
{
// GUI.GUIStyle.fontSize = 60;
if(null != animator)
{
animator.enabled = true;
animator.Play(clips[i].name);
}
}
}
if (GUI.Button(new Rect(Vector2.up * 60*(clips.Length+1), new Vector2(150, 50)), "重置Reset"))
{
gameObject.transform.localPosition = originPos;
Debug.Log("重置回初始状态");
}
setScaleController(clips.Length,animator.gameObject);
Debug.Log("clips.lenght=======44444444444444444444444444444444444444444444444444=====");
}
}
#endregion
SkeletonAnimation
#region 控制spine的播放
private void onSpineGui()
{
SkeletonAnimation spineAni = gameObject.transform.GetComponentInChildren<SkeletonAnimation>();
int count = 0;
if(spineAni.gameObject.transform.parent.gameObject.activeSelf)
{
var aa = spineAni.skeleton.data.Animations.ToArray();
for(int i = 0;i<aa.Length;i++)
{
if (GUI.Button(new Rect(Vector2.up * 60*(count+1), new Vector2(150, 50)), "Play "+aa[i].name))
{
if(null != spineAni)
{
spineAni.GetComponent<SkeletonAnimation>().enabled = true;
spineAni.state.SetAnimation(0, aa[i].name, true);
Debug.Log("当前播放的是"+spineAni.GetComponent<SkeletonAnimation>().name+"--------------"+aa[i].name+"----动画");
}
}
count += 1;
}
if (GUI.Button(new Rect(Vector2.up * 60*(count+1), new Vector2(150, 50)), "重置Reset"))
{
gameObject.transform.localPosition = originPos;
Debug.Log("重置回初始状态");
}
setScaleController(count +2,spineAni.gameObject);
}
}
#endregion
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