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【unity】根據模型與模型動作,自動生成 AnimatorController

最近想做一個戰鬥内容的 demo ,來綜合一下有關于戰鬥的學習知識,是以在網上找了到了一些模型

模型是找到了,但是這些模型大多都是沒有相關的 Animator Controller 的,是以想着使用 unity 編輯器的 代碼來自動生成

模型的 Controller 這樣友善又省事。

這是模型的動作

【unity】根據模型與模型動作,自動生成 AnimatorController

請忽略一下生成的 Controller 

然後先建立一個對應的動作枚舉,

public enum AnimationID
{
	None,
	Idle1,
	Idle2,
	attack1,
	attack2,
	crit,
	dance,
	death,
	joke,
	laugh,
	recall,
	run,
	run2,
	spell1,
	spell2,
	spell3,
	spell4,
	taunt,
}
           

以後播放對應動作的時候也需要使用

下面是具體的代碼

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

public class GenerateAnimatorController
{
    private const string ctrlExtention = "controller";

    [MenuItem("Assets/GenerateAnimatorController")]
    private static void GenerateAnimatorControllerFunc()
    {
        Object[] objs = Selection.GetFiltered(typeof(Object), SelectionMode.Assets);
        string[] dirs = new string[objs.Length];
        for (int i = 0; i < objs.Length; i++)
        {
            dirs[i] = AssetDatabase.GetAssetPath(objs[i]);
        }
        CreateAnimatorController(dirs);
    }

    private static void CreateAnimatorController(string[] paths) 
    {
        Dictionary<string, int> animationToId = GetAnimationIDDicti();
        Dictionary<string, string[]> modelToAnimationFiles = new Dictionary<string, string[]>();
        foreach (string dir in paths)
        {
            if (!Directory.Exists(dir))
            {
                Debug.LogError("no path : " + dir);
            }
            DirectoryInfo dirInfo = new DirectoryInfo(dir);
            if(dirInfo.GetFiles("*." + ctrlExtention, SearchOption.TopDirectoryOnly).Length > 0)
            {
                continue;
            }
            FileInfo[] fileInfos = dirInfo.GetFiles("*@*.fbx", SearchOption.AllDirectories);
            if(fileInfos.Length == 0)
            {
                Debug.LogError("不存在 *@*.fbx 檔案");
            }
            List<string> animationFiles = new List<string>();
            foreach (FileInfo item in fileInfos)
            {
                animationFiles.Add(dir + "/" + item.Name);
            }
            string controllerName = dir + "/" + dirInfo.Name + "Controller" + "." + ctrlExtention;
            modelToAnimationFiles.Add(controllerName, animationFiles.ToArray());
        }

        foreach (KeyValuePair<string, string[]> keyValue in modelToAnimationFiles)
        {
            string controllerPath = keyValue.Key;
            string[] aniFiles = keyValue.Value;
            List<AnimatorState> states = new List<AnimatorState>();
            AnimatorController controller = AnimatorController.CreateAnimatorControllerAtPath(controllerPath);
            AnimatorStateMachine baseStateMachine = controller.layers[0].stateMachine;
            controller.AddParameter("state", AnimatorControllerParameterType.Int);
            foreach (string aniFile in aniFiles)
            {
                Object[] assets = AssetDatabase.LoadAllAssetsAtPath(aniFile);
                foreach (Object clip in assets)
                {
                    if (clip.GetType() != typeof(AnimationClip)) continue;
                    if (!animationToId.ContainsKey(clip.name)) continue; 
                    AnimatorState state = baseStateMachine.AddState(clip.name);

                    if(animationToId[clip.name] == 0)
                    {
                        baseStateMachine.defaultState = state;
                    }
                    state.motion = (Motion)clip;
                    states.Add(state);
                }
            }
            LinkStatesByStatesList(ref states, ref animationToId);
        }
    }

    private static void LinkStatesByStatesList(ref List<AnimatorState> states, ref Dictionary<string, int> animationToId)
    {
        foreach (AnimatorState exitAnimState in states)
        {
            foreach (AnimatorState otherState in states)
            {
                if(otherState.Equals(exitAnimState))
                {
                    if (otherState.name == "die") continue;
                    AnimatorStateTransition trnas = exitAnimState.AddTransition(otherState);
                    trnas.duration = otherState.motion.averageDuration;
                    trnas.canTransitionToSelf = true;
                    trnas.exitTime = 0;
                    trnas.AddCondition(AnimatorConditionMode.Equals, animationToId[otherState.name], "state");
                    continue;
                }
                else
                {
                    AnimatorStateTransition trans = exitAnimState.AddTransition(otherState);
                    trans.AddCondition(AnimatorConditionMode.Equals, animationToId[otherState.name], "state");
                }
            }
        }
    }

    private static Dictionary<string, int> GetAnimationIDDicti()
    {
        Dictionary<string, int> result = new Dictionary<string, int>();
        FieldInfo[] fields = typeof(AnimationID).GetFields(BindingFlags.Static | BindingFlags.Public);
        for (int i = 0; i < fields.Length; ++i)
        {
            result.Add(fields[i].Name, i);
        }
        return result;
    }
}
           

使用方式是右鍵選中對應的模型的檔案夾,然後就可以生成了

【unity】根據模型與模型動作,自動生成 AnimatorController

看到這個圖,我感覺有點奇怪,因為這不符合我的預期,直到我拖到其中的一些動作的時候,

【unity】根據模型與模型動作,自動生成 AnimatorController

才發現是符合預期的。

以上就是所有内容了。