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Unity 获取Animation,Animator,Skele

Unity 获取Animation,Animator,Skele

作者: 东方小白 | 来源:发表于2022-02-14 16:30 被阅读0次

    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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