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

2016-03-04 10:23 609 查看
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
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