前一阵子频繁更改模型,总是手动添加动画事件 animator events一直比较麻烦,我就想能不能动态的生成对应的动画事件呢,然后找了一些资料,试了下感觉还不错,分享给大家,欢迎大家留言交流~需要注意的是修改后的动画事件重新动态加载后依然保留,猜测注册修改的是元数据,除非注销或者程序停止才能恢复。
using UnityEngine;
using System.Collections;
public class DynamicLoading_AninatorEvents_SZQ : MonoBehaviour
{
private Animator m_Animator = null;
private RuntimeAnimatorController m_runtimeAnimatorController = null;
private AnimationClip[] clips = null;
void Start()
{
m_Animator = GetComponent<Animator>();
// 获取运行时运行时动画器控制器
m_runtimeAnimatorController = m_Animator.runtimeAnimatorController;
//获取含有的动画片段
clips = m_runtimeAnimatorController.animationClips;
//根据动画名称设置对应的事件
for (int i = 0; i < clips.Length; i++)
{
if (clips[i].events.Length == 0)
switch (clips[i].name)
{
case "animator_0":
{
AnimationEvent m_animator_0_Start = new AnimationEvent();
AnimationEvent m_animator_0_Running = new AnimationEvent();
AnimationEvent m_animator_0_End = new AnimationEvent();
//对应事件触发相应函数的名称
m_animator_0_Start.functionName = "Animator_0_Start_Event";
m_animator_0_Running.functionName = "Animator_0_Running_Event";
m_animator_0_End.functionName = "Animator_0_End_Event";
//设定对应事件在相应动画时间轴上的触发时间点
m_animator_0_Start.time = 0;//对应动画开始处触发
m_animator_0_Running.time = clips[i].length * 0.5f;//中间
m_animator_0_End.time = clips[i].length;//结尾
//把事件添加到时间轴上
clips[i].AddEvent(m_animator_0_Start);
clips[i].AddEvent(m_animator_0_Running);
clips[i].AddEvent(m_animator_0_End);
}
break;
case "animator_1":
{
AnimationEvent m_animator_1_Start = new AnimationEvent();
AnimationEvent m_animator_1_Running = new AnimationEvent();
AnimationEvent m_animator_1_End = new AnimationEvent();
//对应事件触发相应函数的名称
m_animator_1_Start.functionName = "Animator_1_Start_Event";
m_animator_1_Running.functionName = "Animator_1_Running_Event";
m_animator_1_End.functionName = "Animator_1_End_Event";
//设定对应事件在相应动画时间轴上的触发时间点
m_animator_1_Start.time = 0;//对应动画开始处触发
m_animator_1_Running.time = clips[i].length * 0.5f;//中间
m_animator_1_End.time = clips[i].length;//结尾
//把事件添加到时间轴上
clips[i].AddEvent(m_animator_1_Start);
clips[i].AddEvent(m_animator_1_Running);
clips[i].AddEvent(m_animator_1_End);
}
break;
}
}
//重新绑定动画器的所有动画的属性和网格数据。
m_Animator.Rebind();
}
void Animator_0_Start_Event() { }
void Animator_0_Running_Event() { }
void Animator_0_End_Event() { }
void Animator_1_Start_Event() { }
void Animator_1_Running_Event() { }
void Animator_1_End_Event() { }
/// <summary>
/// 注销对应事件
/// </summary>
void UnSubscription()
{
for (int i = 0; i < clips.Length; i++)
{
clips[i].events = default(AnimationEvent[]);
}
}
}
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