public void AddTransition(EditorAnimationItem Anim, AnimatorConditionMode mode, float v, string parameter, bool hasExitTime = true)
    {
        AnimatorStateTransition st = state.AddTransition(Anim.state);

        st.AddCondition(mode, v, parameter);
        st.hasExitTime = hasExitTime;
    }
    void Create()
    {
        AnimatorController controller = AnimatorController.CreateAnimatorControllerAtPath("Assets/" + target.name + ".controller");

        // Adds a float parameter called Speed
        controller.AddParameter("Speed", AnimatorControllerParameterType.Float);

        //Add states
        AnimatorState idleState = controller.layers[0].stateMachine.AddState("Idle");

        idleState.motion = idleAnim;

        //Blend tree creation
        BlendTree     blendTree;
        AnimatorState moveState = controller.CreateBlendTreeInController("Move", out blendTree);

        //BlendTree setup
        blendTree.blendType      = BlendTreeType.Simple1D;
        blendTree.blendParameter = "Speed";
        blendTree.AddChild(walkAnim);
        blendTree.AddChild(runAnim);

        AnimatorStateTransition LeaveIdle = idleState.AddTransition(moveState);
        AnimatorStateTransition leaveMove = moveState.AddTransition(idleState);

        LeaveIdle.AddCondition(AnimatorConditionMode.Greater, 0.01f, "Speed");
        leaveMove.AddCondition(AnimatorConditionMode.Less, 0.01f, "Speed");

        target.GetComponent <Animator>().runtimeAnimatorController = controller;
    }
    /// <summary>
    /// 给预制体添加动画
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="modelPath"></param>
    /// <param name="animatorControllerPath"></param>
    /// <param name="name"></param>
    public static void SetAnimatorController(GameObject obj, string modelPath, string animatorControllerPath, string name)
    {
        Animator anim = obj.GetComponent <Animator>();

        if (anim)
        {
            AnimatorController controller = AnimatorController.CreateAnimatorControllerAtPath(animatorControllerPath + name + ".controller");
            AnimatorController.SetAnimatorController(anim, controller);
            AnimatorControllerLayer layer   = controller.layers[0];
            AnimatorStateMachine    machine = layer.stateMachine;

            controller.AddParameter("e", AnimatorControllerParameterType.Bool);

            AnimatorState IdleState = machine.AddState("Idle", new Vector3(300, 0, 0));
            machine.defaultState = IdleState;
            AnimatorState behaviorState = machine.AddState("behavior", new Vector3(550, 0, 0));
            behaviorState.motion = GetAnimationClip(modelPath);

            AnimatorStateTransition behaviorTrue = IdleState.AddTransition(behaviorState);
            behaviorTrue.AddCondition(AnimatorConditionMode.If, 1f, "e");
            AnimatorStateTransition behaviorFlas = behaviorState.AddTransition(IdleState);
            behaviorFlas.AddCondition(AnimatorConditionMode.IfNot, 1F, "e");
        }
        else
        {
            Debug.Log(obj.name + "没有挂载动画状态机组件");
        }
    }
Beispiel #4
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    /// <summary>
    /// 创建动画控制器
    /// </summary>
    /// <param name="obj"></param>
    /// <param name="path"></param>
    /// <returns></returns>
    private static AnimatorController CreateAnimatorController(Object obj, string path)
    {
        string        assetPath     = AssetDatabase.GetAssetPath(obj);
        AnimationClip animationClip = AssetDatabase.LoadAssetAtPath <AnimationClip>(assetPath);

        AnimatorController animatorController = AnimatorController.CreateAnimatorControllerAtPath(path + "/" + obj.name + ".controller");

        animatorController.AddParameter("isLoop", AnimatorControllerParameterType.Bool);

        AnimatorControllerLayer animatorControllerLayer = animatorController.layers[0];
        AnimatorStateMachine    animatorStateMachine    = animatorControllerLayer.stateMachine;

        AnimatorState animatorState = animatorStateMachine.AddState(animationClip.name);

        animatorState.motion = animationClip;

        AnimatorState emptyState = animatorStateMachine.AddState("Empty", new Vector3(animatorStateMachine.entryPosition.x + 400,
                                                                                      animatorStateMachine.entryPosition.y + 400, 0));

        AnimatorStateTransition animatorStateTransition = animatorState.AddTransition(emptyState);

        animatorStateTransition.hasExitTime = true;

        animatorStateTransition = emptyState.AddTransition(animatorState);
        animatorStateTransition.AddCondition(AnimatorConditionMode.If, 1, "isLoop");

        return(animatorController);
    }
Beispiel #5
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        public static AnimatorStateTransition AddTransitionDefaultParam(this AnimatorState sourceState, AnimatorState destinationState, bool addDefaultCondition = true)
        {
            var transition = sourceState.AddTransition(destinationState);

            SetDefaultTransitionParam(transition);
            return(transition);
        }
Beispiel #6
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        public static AnimatorStateTransition AddTransitionDefaultParam(this AnimatorState sourceState, AnimatorState destinationState, AnimatorCondition[] conditions)
        {
            var transition = sourceState.AddTransition(destinationState);

            SetDefaultTransitionParam(transition);
            transition.conditions = conditions;
            return(transition);
        }
Beispiel #7
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        protected AnimatorStateTransition AddTransition(AnimatorState baseState, AnimatorState endState)
        {
            var transition = baseState.AddTransition(endState);

            transition.duration    = 0;
            transition.hasExitTime = false;
            return(transition);
        }
Beispiel #8
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        public static AnimatorStateTransition AddTransitionDefaultParam(this AnimatorState sourceState, AnimatorState destinationState, AnimatorConditionMode mode, float threshold, string parameter)
        {
            var transition = sourceState.AddTransition(destinationState);

            SetDefaultTransitionParam(transition);
            transition.AddCondition(mode, threshold, parameter);
            return(transition);
        }
    //Crée un Dialog Controller (Animator Controller) qui a les caractéristiques suivantes :
    //Il possède tous les paramètres Triggers et Booléens nécessaires pour être utilisé.
    //Un état de départ et des transitions vers 2 états supplémentaires Visited et NotVisited.
    //Une transition de retour depuis AnyState permet de revenir à l'état initial dès que le booléen active redevient faux.
    //Les transitions sont configurées correctement (pas de durée de transition).

    void CreateController()
    {
        var controller       = AnimatorController.CreateAnimatorControllerAtPath("Assets/DialogControllers/" + controllerName + ".controller");
        var rootStateMachine = controller.layers[0].stateMachine;

        controller.AddParameter(DialogParameters.nextString, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.answer0String, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.answer1String, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.answer2String, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.answer3String, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.itemConditionMetString, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.itemConditionNotMetString, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.valueConditionMetString, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.valueConditionNotMetString, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.randomSuccess, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.randomFailure, AnimatorControllerParameterType.Trigger);
        controller.AddParameter(DialogParameters.visitedString, AnimatorControllerParameterType.Bool);
        controller.AddParameter(DialogParameters.activeString, AnimatorControllerParameterType.Bool);


        AnimatorState startState = rootStateMachine.AddState("Start") as AnimatorState;

        rootStateMachine.AddEntryTransition(startState);

        AnimatorState           notVisitedState      = rootStateMachine.AddState("Not Visited") as AnimatorState;
        AnimatorStateTransition notVisitedTransition = startState.AddTransition(notVisitedState) as AnimatorStateTransition;

        notVisitedTransition.duration = 0f;
        notVisitedTransition.AddCondition(AnimatorConditionMode.IfNot, 0, DialogParameters.visitedString);
        notVisitedTransition.AddCondition(AnimatorConditionMode.If, 0, DialogParameters.activeString);

        AnimatorState           visitedState      = rootStateMachine.AddState("Visited") as AnimatorState;
        AnimatorStateTransition visitedTransition = startState.AddTransition(visitedState) as AnimatorStateTransition;

        visitedTransition.duration = 0f;
        visitedTransition.AddCondition(AnimatorConditionMode.If, 0, DialogParameters.visitedString);
        visitedTransition.AddCondition(AnimatorConditionMode.If, 0, DialogParameters.activeString);

        AnimatorStateTransition inactiveTransition = rootStateMachine.AddAnyStateTransition(startState) as AnimatorStateTransition;

        inactiveTransition.duration = 0f;
        inactiveTransition.AddCondition(AnimatorConditionMode.IfNot, 0, DialogParameters.activeString);
    }
Beispiel #10
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        private void CopyOrCreateTransition(AnimatorStateTransition refTransition, AnimatorState outStartState, AnimatorState outEndState)
        {
            AnimatorStateTransition outTransition = FindTransitionA2B(outStartState, outEndState);

            if (outTransition == null)
            {
                outTransition = outStartState.AddTransition(outEndState);
            }
            CopyStateTransition(refTransition, outTransition);
        }
Beispiel #11
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        protected void AddDirectionTransitionA2BIfNotExist(AnimatorState stateA, AnimatorState stateB, int angle)
        {
            AnimatorStateTransition transition = FindTransitionA2B(stateA, stateB);

            if (transition == null)
            {
                transition = stateA.AddTransition(stateB);
            }
            RemoveAllAndAddCondition(transition, ANGLE_PARAM_NAME, AnimatorConditionMode.Equals, angle);
        }
Beispiel #12
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    void Build()
    {
        controller = AnimatorController.CreateAnimatorControllerAtPath("Assets/Scripts/Controllers/" + targetM.name + ".controller");

        controller.AddParameter("Speed", AnimatorControllerParameterType.Float);
        controller.AddParameter("IsJump", AnimatorControllerParameterType.Trigger);

        var       rootMachine = controller.layers[0].stateMachine;
        BlendTree blendTree1;
        BlendTree blendTree2;

        AnimatorState idleState  = rootMachine.AddState("Idle");
        AnimatorState jumpState  = rootMachine.AddState("Jump");
        AnimatorState moveState1 = controller.CreateBlendTreeInController("Move Forward", out blendTree1);
        AnimatorState moveState2 = controller.CreateBlendTreeInController("Move Backward", out blendTree2);

        idleState.motion = idleAnim;
        jumpState.motion = jumpAnim;

        blendTree1.blendType      = BlendTreeType.Simple1D;
        blendTree2.blendType      = BlendTreeType.Simple1D;
        blendTree1.blendParameter = "Speed";
        blendTree2.blendParameter = "Speed";
        blendTree1.AddChild(walkFore);
        blendTree1.AddChild(runFore);
        blendTree2.AddChild(walkBack);
        blendTree2.AddChild(runBack);

        AnimatorStateTransition leaveIFore = idleState.AddTransition(moveState1);
        AnimatorStateTransition leaveMFore = moveState1.AddTransition(idleState);
        AnimatorStateTransition leaveIBack = idleState.AddTransition(moveState2);
        AnimatorStateTransition leaveMBack = moveState2.AddTransition(idleState);
        AnimatorStateTransition jumpUp     = idleState.AddTransition(jumpState);
        AnimatorStateTransition jumpDown   = jumpState.AddTransition(idleState, true);

        leaveIFore.AddCondition(AnimatorConditionMode.Greater, 0.01f, "Speed");
        leaveMFore.AddCondition(AnimatorConditionMode.Less, 0.01f, "Speed");
        leaveIBack.AddCondition(AnimatorConditionMode.Less, -0.01f, "Speed");
        leaveMBack.AddCondition(AnimatorConditionMode.Greater, -0.01f, "Speed");
        jumpUp.AddCondition(AnimatorConditionMode.If, 0, "IsJump");

        targetM.GetComponent <Animator>().runtimeAnimatorController = controller;
    }
Beispiel #13
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        private void CreateTransitionWhenActivityIsOutOfBounds(AnimatorState from, AnimatorState to)
        {
            var transition = from.AddTransition(to);

            SharedLayerUtils.SetupDefaultTransition(transition);

            foreach (var layer in _comboLayers)
            {
                transition.AddCondition(AnimatorConditionMode.NotEqual, layer.stageValue, _activityStageName);
            }
        }
Beispiel #14
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    private static void AddStateTransition(AnimatorController ctrl, string path, AnimatorControllerLayer layer)
    {
        AnimatorStateMachine sm = layer.stateMachine;

        //根据动画文件读取它的AnimationClip对象
        Object[]             objs  = AssetDatabase.LoadAllAssetsAtPath(path);
        List <AnimationClip> clips = new List <AnimationClip>();

        for (int i = 0; i < objs.Length; i++)
        {
            AnimationClip clip = objs[i] as AnimationClip;
            if (clip != null && clip.name.IndexOf("__preview__") == -1)
            {
                clips.Add(clip);
            }
        }

        AnimatorState        idleState   = null;
        List <AnimatorState> otherStates = new List <AnimatorState>();

        foreach (AnimationClip newClip in clips)
        {
            AnimatorState state = sm.AddState(newClip.name);
            state.motion = newClip;

            if (newClip.name == CreateAnimatorController.IdleName)
            {
                idleState = state;
            }
            else
            {
                string cond = string.Format("{0}_{1}", CreateAnimatorController.IdleName, newClip.name);
                ctrl.AddParameter(cond, AnimatorControllerParameterType.Bool);

                cond = string.Format("{1}_{0}", CreateAnimatorController.IdleName, newClip.name);
                ctrl.AddParameter(cond, AnimatorControllerParameterType.Bool);

                otherStates.Add(state);
            }
        }

        sm.defaultState = idleState;

        foreach (AnimatorState state in otherStates)
        {
            string cond = string.Format("{0}_{1}", CreateAnimatorController.IdleName, state.motion.name);
            AnimatorStateTransition tran = idleState.AddTransition(state);
            tran.AddCondition(AnimatorConditionMode.If, 0, cond);

            cond = string.Format("{1}_{0}", CreateAnimatorController.IdleName, state.motion.name);
            tran = state.AddTransition(idleState);
            tran.AddCondition(AnimatorConditionMode.If, 0, cond);
        }
    }
Beispiel #15
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        /// <summary>
        /// 连闲置状态
        /// </summary>
        /// <param name="newState"></param>
        /// <param name="entryState"></param>
        private void ConnectIdleState(AnimatorState newState, AnimatorState entryState)
        {
            if (newState == null || entryState == null)
            {
                return;
            }
            AnimatorStateTransition _animatorStateTransition = newState.AddTransition(entryState);

            _animatorStateTransition.hasExitTime = true;
            _animatorStateTransition.offset      = 0;
            _animatorStateTransition.duration    = 0;
        }
    //Cette fonction crée un état avec les transitions spécifiées (durée, exit time, et conditions) par le choix dans CreateChildrenStateAndTransitions.
    void CreateStatesAndTriggerTransitions(AnimatorStateMachine stateMachine, AnimatorState origin, string[] triggers)
    {
        string                  newStateName       = stateMachine.MakeUniqueStateName("newState");
        AnimatorState           newState           = stateMachine.AddState(newStateName) as AnimatorState;
        AnimatorStateTransition newStateTransition = originState.AddTransition(newState) as AnimatorStateTransition;

        newStateTransition.hasExitTime = false;
        newStateTransition.duration    = 0f;
        foreach (string trigger in triggers)
        {
            newStateTransition.AddCondition(AnimatorConditionMode.If, 0, trigger);
        }
    }
    /// <summary>
    /// Show how to add transitions
    /// </summary>
    private void SetBaseLayerTransition()
    {
        var trans = stateIdle.AddTransition(stateMove);

        trans.hasExitTime        = true;
        trans.exitTime           = 0.9f;
        trans.interruptionSource = TransitionInterruptionSource.Source;
        trans.duration           = 0;

        trans = stateMove.AddTransition(stateIdle);
        trans.interruptionSource = TransitionInterruptionSource.Destination;
        trans.duration           = 0;
        trans.AddCondition(AnimatorConditionMode.If, 0, "TriggerA");
    }
Beispiel #18
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        private void ConnectIdleStateByBool(AnimatorState newState, AnimatorState entryState, string condName)
        {
            if (newState == null || entryState == null)
            {
                return;
            }
            AnimatorStateTransition _animatorStateTransition = newState.AddTransition(entryState);

            if (newState.name != IdleStateName)
            {
                _animatorStateTransition.AddCondition(AnimatorConditionMode.IfNot, 0, condName);
            }
            _animatorStateTransition.hasExitTime = true;
            _animatorStateTransition.offset      = 0;
            _animatorStateTransition.duration    = 0;
        }
        void AddState(int indexBlendTreeOffset, AnimatorController controller, AnimatorStateMachine sm, int layer, ClipIDPair clipIDPair, AnimatorState[] blendTrees)
        {
            if (clipIDPair.layer != layer)
            {
                return;
            }
            if (clipIDPair.looped)
            {
                return;
            }


            int           id   = clipIDPair.id;
            AnimationClip clip = clipIDPair.clip;

            // Add the state to the state machine (The Vector3 is for positioning in the editor window)
            AnimatorState state = sm.AddState(id.ToString());//, new Vector3(300, 0, 0));

            state.mirrorParameterActive = true;
            state.speedParameterActive  = true;

            state.mirrorParameter = CustomAnimator.mirrorParamStrings[layer];
            state.speedParameter  = CustomAnimator.speedParamStrings[layer];
            // state.mirrorParameter = CustomAnimator.sMirror;
            // state.speedParameter = CustomAnimator.sSpeed;


            state.tag    = CustomAnimator.sShots;
            state.motion = clip;

            float exit_time = 1.0f - (exitTransitionDuration / clip.length);

            int c = blendTrees.Length;

            for (int i = 0; i < c; i++)
            {
                AnimatorStateTransition exit = state.AddTransition(blendTrees[i]);
                //exit.AddCondition(AnimatorConditionMode.Equals, i, CustomAnimator.sActiveLoop);
                exit.AddCondition(AnimatorConditionMode.Equals, i + indexBlendTreeOffset, CustomAnimator.activeLoopParamStrings[layer]);

                exit.canTransitionToSelf = false;
                exit.hasExitTime         = true;
                exit.exitTime            = exit_time;
                exit.hasFixedDuration    = true;
                exit.duration            = exitTransitionDuration;
            }
        }
Beispiel #20
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    private void CreateToggleLayer()
    {
        string layerName = "ToggleMarker";
        AnimatorControllerLayer layer = FindLayer(layerName);

        if (layer == null)
        {
            layer                        = new AnimatorControllerLayer();
            layer.name                   = layerName;
            layer.stateMachine           = new AnimatorStateMachine();
            layer.stateMachine.name      = layerName;
            layer.stateMachine.hideFlags = HideFlags.HideInHierarchy;
            if (AssetDatabase.GetAssetPath(fxController) != "")
            {
                AssetDatabase.AddObjectToAsset(layer.stateMachine, AssetDatabase.GetAssetPath(fxController));
            }

            layer.blendingMode  = AnimatorLayerBlendingMode.Override;
            layer.defaultWeight = 1.0f;

            AnimatorState MarkerOffState = layer.stateMachine.AddState("MarkerOff");
            AnimatorState MarkerOnState  = layer.stateMachine.AddState("MarkerOn");

            AnimatorStateTransition transition = MarkerOffState.AddTransition(MarkerOnState);
            transition.AddCondition(AnimatorConditionMode.Equals, 1, "ToggleMarker");
            transition.hasExitTime         = false;
            transition.hasFixedDuration    = false;
            transition.duration            = 0;
            transition.interruptionSource  = TransitionInterruptionSource.Destination;
            transition.canTransitionToSelf = false;

            transition = MarkerOnState.AddTransition(MarkerOffState);
            transition.AddCondition(AnimatorConditionMode.Equals, 0, "ToggleMarker");
            transition.hasExitTime         = false;
            transition.hasFixedDuration    = false;
            transition.duration            = 0;
            transition.interruptionSource  = TransitionInterruptionSource.Destination;
            transition.canTransitionToSelf = false;

            WriteToggleAnimations();

            MarkerOffState.motion = toggleOffClip;
            MarkerOnState.motion  = toggleOnClip;
            fxController.AddLayer(layer);
        }
    }
Beispiel #21
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    private void UpdateAnimatorController()
    {
        // The new controller that will be created based on Manager animations
        AnimatorController newController = new AnimatorController();

        newController.AddLayer("DefaultLayer");

        // Add a parameter that will determine the animation states
        AnimatorControllerParameter animatorParameter = new AnimatorControllerParameter();

        animatorParameter.type       = AnimatorControllerParameterType.Int;
        animatorParameter.name       = "TextAnimation";
        animatorParameter.defaultInt = 999;
        newController.AddParameter(animatorParameter);

        // Add state machine
        AnimatorStateMachine rootStateMachine = newController.layers[0].stateMachine;
        AnimatorStateMachine stateMachine     = rootStateMachine.AddStateMachine("TextAnimationStateMachine");

        // Create a default state to prevent animation auto playing index 0
        AnimatorState waitingState = stateMachine.AddState("Waiting");

        //foreach (AnimationClip clip in DamageNumberManager.instance.animations)
        for (int i = 0; i < DamageNumberManager.instance.animations.Length; i++)
        {
            AnimationClip clip = DamageNumberManager.instance.animations[i];

            // Add new state based on the AnimationClip
            AnimatorState state = stateMachine.AddState(clip.name);
            state.motion = clip;

            // Create transition from "Waiting" to the new state
            AnimatorStateTransition transition = waitingState.AddTransition(state, false);
            transition.AddCondition(AnimatorConditionMode.Equals, i, "TextAnimation");
        }

        // Override the existing Animator Controller
        AnimatorOverrideController overrideController = new AnimatorOverrideController();

        overrideController.runtimeAnimatorController = newController;

        GetComponent <Animator>().runtimeAnimatorController = overrideController;
    }
    /// <summary>
    /// 增加转换条件
    /// </summary>
    /// <param name="state">状态名</param>
    /// <param name="transformSate">转换状态名</param>
    /// <param name="param">条件参数名</param>
    public void AddTransition(string state, string desState, string param)
    {
        animatorController = m_animator.runtimeAnimatorController as AnimatorController;
        animStM            = animatorController.layers[0].stateMachine;
        AnimatorState animSt = GetState(state);

        if (animSt.transitions.Length != 0)
        {
            foreach (AnimatorStateTransition animStTrans in animSt.transitions)
            {
                if (animStTrans.destinationState.name == GetState(desState).name)
                {
                    Debug.LogError("此转换:" + state + " to " + desState + "已存在");
                    return;
                }
            }
        }
        AnimatorStateTransition trans = animSt.AddTransition(GetState(desState));

        animatorController.AddParameter(param, AnimatorControllerParameterType.Bool);
        trans.AddCondition(AnimatorConditionMode.If, 0, param);
    }
    void AddAnimation()
    {
        animationController.AddParameter(triggerName, AnimatorControllerParameterType.Trigger);

        //Top Layer
        for (int i = 0; i < 2; i++)
        {
            //Create New State
            var    stateMachine = animationController.layers[i].stateMachine;
            string stateName    = triggerName + " State";

            AnimatorState newState = stateMachine.AddState(stateName);
            newState.motion = dynamicAnimation;

            //To
            var anyToActionTransition = stateMachine.AddAnyStateTransition(newState);
            anyToActionTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, triggerName);

            //From
            newState.AddTransition(stateMachine.defaultState, true);
        }
    }
Beispiel #24
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        private AnimatorControllerLayer CreateVolumeLayer(string rootName, string paramName, AnimationClip volumeSet)
        {
            AnimatorControllerLayer layer = new AnimatorControllerLayer {
                name          = paramName,
                defaultWeight = 1,
                stateMachine  = new AnimatorStateMachine()
                {
                    name = paramName
                }
            };
            AnimatorStateMachine stateMachine = layer.stateMachine;

            AnimatorState waitState = stateMachine.AddState("Wait");

            AnimatorState toggleState = stateMachine.AddState(paramName);

            toggleState.timeParameter       = paramName;
            toggleState.timeParameterActive = true;
            toggleState.motion = volumeSet;
            waitState.AddTransition(toggleState).AddCondition(AnimatorConditionMode.Greater, 0, paramName);
            Avatar8Track.CreateAsset(AudioClip, volumeSet, paramName + ".anim");

            return(layer);
        }
Beispiel #25
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    static void AddTransition(AnimatorState from, AnimatorState to, bool exitTime)
    {
        AnimatorStateTransition transition = from.AddTransition(to, exitTime);

        AddTransitionParam(from, to, transition);
    }
Beispiel #26
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    public override void OnContinuePressed()
    {
        switch (currentStep)
        {
        case 1:
            triggerNames = new string[settings.gestures.Count];
            for (int a = 0; a < settings.gestures.Count; a++)
            {
                triggerNames[a] = settings.gestures[a] + "_trigger";
            }

            break;

        case 2:
            if (newLayerChoice == 0)
            {
                for (int l = 0; l < controller.layers.Length; l++)
                {
                    if (controller.layers[l].name == newLayerName)
                    {
                        controller.RemoveLayer(l);
                    }
                }

                controller.AddLayer(newLayerName);
                layerSelected = controller.layers.Length - 1;
                if (additive)
                {
                    controller.layers[layerSelected].blendingMode = AnimatorLayerBlendingMode.Additive;
                }
            }

            // Create Triggers
            for (int a = 0; a < settings.gestures.Count; a++)
            {
                for (int p = 0; p < controller.parameters.Length; p++)
                {
                    if (controller.parameters[p].name == triggerNames[a])
                    {
                        controller.RemoveParameter(p);
                    }
                }

                controller.AddParameter(triggerNames[a], AnimatorControllerParameterType.Trigger);
            }

            AnimatorStateMachine sm = controller.layers[layerSelected].stateMachine;

            // Create States and transitions
            AnimatorState defaultState = null;
            defaultState = sm.AddState("None");
            if (newLayerChoice == 0)
            {
                sm.defaultState = defaultState;
            }

            for (int a = 0; a < settings.gestures.Count; a++)
            {
                AnimatorState newState = null;

                newState        = sm.AddState(settings.gestures[a]);
                newState.motion = component.gestures[a].clip;
                AnimatorStateTransition transition = null;

                transition                    = defaultState.AddTransition(newState);
                transition.duration           = transitionTime;
                transition.interruptionSource = allowGestureInterrupts ? TransitionInterruptionSource.SourceThenDestination : TransitionInterruptionSource.None;
                transition.AddCondition(AnimatorConditionMode.If, 0, triggerNames[a]);

                transition                    = newState.AddTransition(defaultState);
                transition.hasExitTime        = true;
                transition.duration           = transitionTime;
                transition.interruptionSource = TransitionInterruptionSource.Destination;

                component.gestures[a].triggerName = triggerNames[a];
            }
            component.gesturesLayer = layerSelected;

            break;
        }
    }
Beispiel #27
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    public static RuntimeAnimatorController Create(
        SimpleCharacterAnimatorControllerDefinition definition)
    {
        AnimatorController animatorController =
            AnimatorController.CreateAnimatorControllerAtPath(definition.ResulutPath);
        AnimatorStateMachine stateMachine =
            animatorController.layers.First().stateMachine;

        AnimatorState defaultState = stateMachine.AddState("Default");

        defaultState.motion = definition.DefaultAnimationClip;

        AnimatorState pinchState = stateMachine.AddState("Pinch");

        pinchState.motion = definition.PinchAnimationClip;

        AnimatorState hitState = stateMachine.AddState("Hit");

        hitState.motion = definition.HitAnimationClip;

        AnimatorState walkState = stateMachine.AddState("Walk");

        walkState.motion = definition.WalkAnimationClip;

        AnimatorControllerParameter hpRateParameter =
            new AnimatorControllerParameter
        {
            name         = "HpRate",
            defaultFloat = 1.0F,
            type         = AnimatorControllerParameterType.Float
        };

        animatorController.AddParameter(hpRateParameter);

        stateMachine.defaultState = defaultState;

        {
            AnimatorStateTransition transition = new AnimatorStateTransition
            {
                destinationState = defaultState,
                hasExitTime      = true,
                exitTime         = 1.0F,
                duration         = 0.0F
            };
            hitState.AddTransition(transition);
        }

        {
            AnimatorStateTransition transition = new AnimatorStateTransition
            {
                destinationState = pinchState,
                hasExitTime      = false,
                duration         = 0.0F,
            };
            transition.AddCondition(AnimatorConditionMode.Less, 0.3F, hpRateParameter.name);
            defaultState.AddTransition(transition);
        }

        {
            AnimatorStateTransition transition = new AnimatorStateTransition
            {
                destinationState = defaultState,
                hasExitTime      = false,
                duration         = 0.0F,
            };
            transition.AddCondition(AnimatorConditionMode.Greater, 0.3F, hpRateParameter.name);
            pinchState.AddTransition(transition);
        }

        return(animatorController);
    }
Beispiel #28
0
    static void makeOneEBAniCtrlAndFab(EBAniControls controls)
    {
        bool isExists = File.Exists(controls.fbxPath);

        if (!isExists)
        {
            Debug.LogWarning(controls.fbxPath + "不存在!!!");
            return;
        }

        string _fold        = Path.GetDirectoryName(controls.fbxPath);
        string _pathAniCtrl = _fold + Path.DirectorySeparatorChar + controls.name + ".controller";

        if (File.Exists(_pathAniCtrl))
        {
            File.Delete(_pathAniCtrl);
        }

        //创建animationController文件,保存在Assets路径下
        AnimatorController aniController = AnimatorController.CreateAnimatorControllerAtPath(_pathAniCtrl);

        int lens = 0;

        // =========== layer begin ============
        aniController.RemoveLayer(0);
        lens = controls.listLayers.Count;

        Dictionary <string, AvatarMask> mapAvatarMask = new Dictionary <string, AvatarMask> ();
        AvatarMask mask;

        for (int i = 0; i < lens; i++)
        {
            EBAniLayers tmp = controls.listLayers [i];
            aniController.AddLayer(tmp.name);

            AnimatorControllerLayer aniLayer = aniController.layers [i];
            aniLayer.defaultWeight = tmp.weight;
            if (string.IsNullOrEmpty(tmp.mask))
            {
                continue;
            }
            if (mapAvatarMask.ContainsKey(tmp.mask))
            {
                mask = mapAvatarMask [tmp.mask];
            }
            else
            {
                if (File.Exists(tmp.mask))
                {
                    mask = AssetDatabase.LoadAssetAtPath(tmp.mask, typeof(AvatarMask)) as AvatarMask;
                    mapAvatarMask [tmp.mask] = mask;
                }
                else
                {
                    mask = null;
                }
            }

            if (mask != null)
            {
                aniLayer.avatarMask = mask;
            }
        }

        // =========== parameter begin ============
        lens = controls.listParameters.Count;
        for (int i = 0; i < lens; i++)
        {
            EBAniParameters tmp = controls.listParameters [i];
            aniController.AddParameter(tmp.name, tmp.getPType);
        }

        // =========== AnimationClip state begin ============
        lens = controls.listState.Count;
        string _fabName   = Path.GetFileName(controls.fbxPath);
        int    _indSuffex = _fabName.LastIndexOf(".");
        string _fabName2  = _fabName.Substring(0, _indSuffex);
        string _suffex    = _fabName.Substring(_indSuffex + 1);

        if (controls.isHumanid)
        {
            string _pathClip = "";
            for (int i = 0; i < lens; i++)
            {
                EBAniState _state = controls.listState [i];
                if (string.IsNullOrEmpty(_state.actName))
                {
                    continue;
                }
                _pathClip = _fold + Path.DirectorySeparatorChar + _fabName2 + "@" + _state.actName + "." + _suffex;
                if (File.Exists(_pathClip))
                {
                    UnityEngine.Object[] _objs = AssetDatabase.LoadAllAssetsAtPath(_pathClip);
                    relishipClip(_objs, controls, _state);
                }
            }
        }
        else
        {
            UnityEngine.Object[] _objs = AssetDatabase.LoadAllAssetsAtPath(controls.aniPath);
            relishipClip(_objs, controls, null);
        }



        Dictionary <string, AnimatorState>[] stateDics = new Dictionary <string, AnimatorState> [aniController.layers.Length];

        for (int i = 0; i < lens; i++)
        {
            EBAniState _state = controls.listState [i];

            if (_state.aniClip != null || "None".Equals(_state.name))
            {
                AnimatorControllerLayer aniLayer   = aniController.layers [_state.layerIndex];              // .GetLayer (_state.layerIndex);
                AnimatorStateMachine    aniMachine = aniLayer.stateMachine;
                AnimatorState           aniState   = aniMachine.AddState(_state.name);
                if ("None".Equals(_state.name))
                {
                    aniMachine.defaultState = aniState;
                }

//				BlendTree tree = new BlendTree ();
//				tree.blendType = BlendTreeType.SimpleDirectional2D;
//				tree.blendParameter = "Action";
//				tree.AddChild(_state.aniClip, new Vector2(0.2f, 0.5f));
//				tree.name = "_state.name";

                aniState.motion = _state.aniClip;
                aniState.speed  = _state.speed;

                if (stateDics [_state.layerIndex] == null)
                {
                    stateDics [_state.layerIndex] = new Dictionary <string, AnimatorState> ();
                }
                stateDics[_state.layerIndex].Add(_state.name, aniState);
            }
        }

        //需要先将state添加完成后,才能建立 state之间的关系、
        //但这里有个问题,就是怎么判断不同layer的state

        for (int i = 0, len = controls.listState.Count; i < len; i++)
        {
            EBAniState _state = controls.listState [i];
            AnimatorControllerLayer aniLayer   = aniController.layers [_state.layerIndex];          // .GetLayer (_state.layerIndex);
            AnimatorStateMachine    aniMachine = aniLayer.stateMachine;

            if (stateDics [_state.layerIndex] [_state.name] == null)
            {
                Debug.Log(_state.layerIndex + " " + _state.name + " " + stateDics [_state.layerIndex]);
            }
            AnimatorState aniState = stateDics[_state.layerIndex] [_state.name];

            AnimatorStateTransition startTransition = null;
            if (!string.IsNullOrEmpty(_state.enterState))
            {
                if (_state.enterState.Equals("Entry"))
                {
                    aniMachine.defaultState = aniState;
                }
                else if (_state.enterState.Equals("Any"))
                {
                    startTransition = aniMachine.AddAnyStateTransition(aniState);
                }
                else if (stateDics[_state.layerIndex].ContainsKey(_state.enterState))
                {
                    startTransition = stateDics[_state.layerIndex][_state.enterState].AddTransition(aniState);
                }
            }

            if (startTransition != null)
            {
                startTransition.exitTime = _state.enterExitTime;
                startTransition.duration = 1 - _state.enterExitTime;
                //过渡用百分比的形式
                startTransition.hasFixedDuration = _state.enterHasFixed;
                //是否动画播放完才过渡
                startTransition.hasExitTime         = _state.enterHasExitTime;
                startTransition.canTransitionToSelf = false;
                for (int j = 0, jlen = _state.enterBrigdes.Count; j < jlen; j++)
                {
                    EBAniBrigdes brigde = _state.enterBrigdes [j];
                    startTransition.AddCondition(brigde.getTMode, brigde.getTVal, brigde.ebPars.name);
                }
            }


            AnimatorStateTransition endTransition = null;
            if (!string.IsNullOrEmpty(_state.endState) && stateDics[_state.layerIndex].ContainsKey(_state.endState))
            {
                endTransition = aniState.AddTransition(stateDics[_state.layerIndex][_state.endState]);
            }

            if (endTransition != null)
            {
                endTransition.exitTime = _state.endExitTime;
                endTransition.duration = 1 - _state.endExitTime;
                //过渡用百分比的形式
                endTransition.hasFixedDuration = _state.endHasFixed;
                //是否动画播放完才过渡
                endTransition.hasExitTime         = _state.endHasExitTime;
                endTransition.canTransitionToSelf = false;
                for (int j = 0, jlen = _state.endBrigdes.Count; j < jlen; j++)
                {
                    EBAniBrigdes brigde = _state.endBrigdes [j];
                    endTransition.AddCondition(brigde.getTMode, brigde.getTVal, brigde.ebPars.name);
                }
            }
        }

        // =========== 生成prefab 并绑定 animator controller ============

        string _foldFab = Path.GetDirectoryName(controls.prefabPath);

        if (!Directory.Exists(_foldFab))
        {
            Directory.CreateDirectory(_foldFab);
        }


        UnityEngine.GameObject gobjFab;
        UnityEngine.GameObject gobjFBX = AssetDatabase.LoadAssetAtPath(controls.fbxPath, typeof(UnityEngine.GameObject)) as GameObject;
        if (File.Exists(controls.prefabPath))
        {
//			File.Delete (controls.prefabPath);
            gobjFab = AssetDatabase.LoadAssetAtPath(controls.prefabPath, typeof(UnityEngine.GameObject)) as GameObject;
        }
        else
        {
            gobjFab = GameObject.Instantiate(gobjFBX) as GameObject;
        }

        Animator aniFab = gobjFab.GetComponent <Animator> ();

        aniFab.runtimeAnimatorController = aniController;
        aniFab.applyRootMotion           = false;

        UnityEngine.GameObject gobjParent;
        if (controls.isAddParent)
        {
            gobjParent = new GameObject(gobjFab.name);
            gobjFab.transform.parent = gobjParent.transform;
        }
        else
        {
            gobjParent = gobjFab;
        }

        if (!File.Exists(controls.prefabPath))
        {
            PrefabUtility.CreatePrefab(controls.prefabPath, gobjParent);
            EditorUtility.SetDirty(gobjParent);
            GameObject.DestroyImmediate(gobjParent);
        }
    }
Beispiel #29
0
    void CreateANewController()
    {
        var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath("Assets/" + animationControllerName + ".controller");

        controller.AddParameter("Forwards", AnimatorControllerParameterType.Float);
        controller.AddParameter("Horizontal", AnimatorControllerParameterType.Float);
        controller.AddParameter("Crouching", AnimatorControllerParameterType.Bool);
        controller.AddParameter("Speed", AnimatorControllerParameterType.Float);
        controller.AddParameter("Engaging", AnimatorControllerParameterType.Bool);

        controller.AddParameter("Melee", AnimatorControllerParameterType.Trigger);
        controller.AddParameter("Reloading", AnimatorControllerParameterType.Trigger);

        controller.AddParameter("Fire", AnimatorControllerParameterType.Trigger);
        controller.AddParameter("Sprinting", AnimatorControllerParameterType.Bool);

        controller.AddParameter("DodgeRight", AnimatorControllerParameterType.Trigger);
        controller.AddParameter("DodgeLeft", AnimatorControllerParameterType.Trigger);

        controller.AddParameter("Leap", AnimatorControllerParameterType.Trigger);
        controller.AddParameter("Vault", AnimatorControllerParameterType.Trigger);
        controller.AddParameter("Stagger", AnimatorControllerParameterType.Trigger);

        //LAYER 1///////////////////////////////////////////
        //Add Outer States
        var baseStateMachine = controller.layers[0].stateMachine;


        //Set Move Tree
        //new BlendTree();
        BlendTree     moveTree  = new BlendTree();
        AnimatorState moveState = controller.CreateBlendTreeInController("Move", out moveTree, 0);

        //Add Transitions
        AnimatorState baseCrouching = null;

        if (crouchingAnimation)
        {
            baseCrouching        = baseStateMachine.AddState("Crouch");
            baseCrouching.motion = crouchingAnimation;

            //Move
            var moveToCrouchTranistion = moveState.AddTransition(baseCrouching, false);
            moveToCrouchTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Crouching");

            var crouchToMoveTranistion = baseCrouching.AddTransition(moveState, false);
            crouchToMoveTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.IfNot, 0.25f, "Crouching");
        }

        if (fullBodyMeleeAnimation && meleeAnimation)
        {
            var baseMelee = baseStateMachine.AddState("Melee");
            baseMelee.motion = meleeAnimation;

            //Melee
            if (baseCrouching != null)
            {
                var crouchToMeleeTranistion = baseCrouching.AddTransition(baseMelee, false);
                crouchToMeleeTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Melee");
            }

            //Move
            var moveToMeleeTranistion = moveState.AddTransition(baseMelee, false);
            moveToMeleeTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Melee");

            baseMelee.AddTransition(moveState, true);
        }

        //
        if (sprintingAnimation)
        {
            var baseSprint = baseStateMachine.AddState("Sprint");
            baseSprint.motion = sprintingAnimation;

            //Move
            var moveToSprintTranistion = moveState.AddTransition(baseSprint, false);
            moveToSprintTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Sprinting");

            var sprintToMoveTranistion = baseSprint.AddTransition(moveState, false);
            sprintToMoveTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.IfNot, 0.25f, "Sprinting");
        }
        //Set Parameters
        moveTree.blendType       = BlendTreeType.FreeformDirectional2D;
        moveTree.blendParameter  = "Horizontal";
        moveTree.blendParameterY = "Forwards";

        //Add Animations
        float walkThreshold = 0.5f;
        float runThreshold  = 1.0f;

        moveTree.AddChild(idleAnimation, new Vector2(0.0f, 0.0f));

        moveTree.AddChild(runForwardsAnimation, new Vector2(0.0f, runThreshold));
        if (walkForwardsAnimation)
        {
            moveTree.AddChild(walkForwardsAnimation, new Vector2(0.0f, walkThreshold));
        }

        moveTree.AddChild(runBackwardsAnimation, new Vector2(0.0f, -runThreshold));
        if (walkBackwardsAnimation)
        {
            moveTree.AddChild(walkBackwardsAnimation, new Vector2(0.0f, -walkThreshold));
        }

        moveTree.AddChild(runRightAnimation, new Vector2(runThreshold, 0.0f));
        if (walkRightAnimation)
        {
            moveTree.AddChild(walkRightAnimation, new Vector2(walkThreshold, 0.0f));
        }

        moveTree.AddChild(runLeftAnimation, new Vector2(-runThreshold, 0.0f));
        if (walkLeftAnimation)
        {
            moveTree.AddChild(walkLeftAnimation, new Vector2(-walkThreshold, 0.0f));
        }

        if (walkForwardRightsAnimation)
        {
            moveTree.AddChild(walkForwardRightsAnimation, new Vector2(walkThreshold, walkThreshold));
        }
        if (walkForwardLeftAnimation)
        {
            moveTree.AddChild(walkForwardLeftAnimation, new Vector2(-walkThreshold, walkThreshold));
        }
        if (walkBackwardsRightAnimation)
        {
            moveTree.AddChild(walkBackwardsRightAnimation, new Vector2(walkThreshold, -walkThreshold));
        }
        if (walkBackwardsLeftAnimation)
        {
            moveTree.AddChild(walkBackwardsLeftAnimation, new Vector2(-walkThreshold, -walkThreshold));
        }

        if (runForwardRightsAnimation)
        {
            moveTree.AddChild(runForwardRightsAnimation, new Vector2(runThreshold, runThreshold));
        }
        if (runForwardLeftAnimation)
        {
            moveTree.AddChild(runForwardLeftAnimation, new Vector2(-runThreshold, runThreshold));
        }
        if (runBackwardsRightAnimation)
        {
            moveTree.AddChild(runBackwardsRightAnimation, new Vector2(runThreshold, -runThreshold));
        }
        if (runBackwardsLeftAnimation)
        {
            moveTree.AddChild(runBackwardsLeftAnimation, new Vector2(-runThreshold, -runThreshold));
        }

        if (dodgeLeftAnimation)
        {
            AnimatorState leftDB = baseStateMachine.AddState("DodgeLeft");
            leftDB.motion = dodgeLeftAnimation;

            var anyToLeftDTranistion = baseStateMachine.AddAnyStateTransition(leftDB);
            anyToLeftDTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "DodgeLeft");

            leftDB.AddTransition(moveState, true);
        }

        if (dodgeRightAnimation)
        {
            AnimatorState rightDB = baseStateMachine.AddState("DodgeRight");
            rightDB.motion = dodgeRightAnimation;

            var anyToRightDTranistion = baseStateMachine.AddAnyStateTransition(rightDB);
            anyToRightDTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "DodgeRight");

            rightDB.AddTransition(moveState, true);
        }

        if (leapAnimation)
        {
            AnimatorState leapB = baseStateMachine.AddState("Leap");
            leapB.motion = leapAnimation;

            var anyToLeapBTranistion = baseStateMachine.AddAnyStateTransition(leapB);
            anyToLeapBTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Leap");

            leapB.AddTransition(moveState, true);
        }

        if (vaultAnimation)
        {
            AnimatorState vaultB = baseStateMachine.AddState("Vault");
            vaultB.motion = vaultAnimation;

            var anyToVaultBTranistion = baseStateMachine.AddAnyStateTransition(vaultB);
            anyToVaultBTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Vault");

            vaultB.AddTransition(moveState, true);
        }

        if (staggerAnimation)
        {
            AnimatorState staggerB = baseStateMachine.AddState("Stagger");
            staggerB.motion = staggerAnimation;

            var anyToStaggerBTranistion = baseStateMachine.AddAnyStateTransition(staggerB);
            anyToStaggerBTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Stagger");

            staggerB.AddTransition(moveState, true);
        }

        ////////////////////////////////////////////////////
        //Layer 2
        ////////////////////////////////////////////////////

        controller.AddLayer("UpperBody");
        var upperStateMachine = controller.layers[1].stateMachine;


        var upperAim = upperStateMachine.AddState("Aim");

        upperAim.motion = aimingAnimation;

        BlendTree     idleUpperTree = new BlendTree();
        AnimatorState upperIdle     = controller.CreateBlendTreeInController("Idle", out idleUpperTree, 1);

        idleUpperTree.blendParameter = "Speed";

        idleUpperTree.AddChild(idleUpperAnim, 0.0f);
        if (walkUpperAnim)
        {
            idleUpperTree.AddChild(walkUpperAnim, 0.5f);
        }
        if (runUpperAnim)
        {
            idleUpperTree.AddChild(runUpperAnim, 1.0f);
        }


        //Idle Transitions
        var idleToAim = upperIdle.AddTransition(upperAim, false);

        idleToAim.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Engaging");

        var aimToidle = upperAim.AddTransition(upperIdle, false);

        aimToidle.AddCondition(UnityEditor.Animations.AnimatorConditionMode.IfNot, 0.25f, "Engaging");

        if (dodgeLeftAnimation)
        {
            AnimatorState leftD = upperStateMachine.AddState("DodgeLeft");
            leftD.motion = dodgeLeftAnimation;

            var anyToLeftDTranistion = upperStateMachine.AddAnyStateTransition(leftD);
            anyToLeftDTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "DodgeLeft");

            leftD.AddTransition(upperAim, true);
        }

        if (dodgeRightAnimation)
        {
            AnimatorState rightD = upperStateMachine.AddState("DodgeRight");
            rightD.motion = dodgeRightAnimation;

            var anyToRightDTranistion = upperStateMachine.AddAnyStateTransition(rightD);
            anyToRightDTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "DodgeRight");

            rightD.AddTransition(upperAim, true);
        }

        if (leapAnimation)
        {
            AnimatorState leapU = upperStateMachine.AddState("Leap");
            leapU.motion = leapAnimation;

            var anyToLeapUTranistion = upperStateMachine.AddAnyStateTransition(leapU);
            anyToLeapUTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Leap");

            leapU.AddTransition(upperAim, true);
        }

        if (vaultAnimation)
        {
            AnimatorState vaultU = upperStateMachine.AddState("Vault");
            vaultU.motion = vaultAnimation;

            var anyToVaultUTranistion = upperStateMachine.AddAnyStateTransition(vaultU);
            anyToVaultUTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Vault");

            vaultU.AddTransition(upperAim, true);
        }

        if (staggerAnimation)
        {
            AnimatorState staggerU = upperStateMachine.AddState("Stagger");
            staggerU.motion = staggerAnimation;

            var anyToStaggerUTranistion = upperStateMachine.AddAnyStateTransition(staggerU);
            anyToStaggerUTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Stagger");

            staggerU.AddTransition(upperAim, true);
        }

        //Melee
        if (meleeAnimation)
        {
            AnimatorState upperMelee = upperStateMachine.AddState("Melee");
            upperMelee.motion = meleeAnimation;

            var aimToMeleeTranistion = upperAim.AddTransition(upperMelee, false);
            aimToMeleeTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Melee");

            upperMelee.AddTransition(upperAim, true);
        }
        if (sprintingAnimation)
        {
            var upperSprint = upperStateMachine.AddState("Sprint");
            upperSprint.motion = sprintingAnimation;

            //Move
            var aimToSprintTranistion = upperAim.AddTransition(upperSprint, false);
            aimToSprintTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Sprinting");

            var sprintToAimTranistion = upperSprint.AddTransition(upperAim, false);
            sprintToAimTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.IfNot, 0.25f, "Sprinting");
        }

        //Reload
        if (reloadAnimation)
        {
            AnimatorState reloadAnim = upperStateMachine.AddState("Reload");
            reloadAnim.motion = reloadAnimation;

            var aimToReloadTranistion = upperAim.AddTransition(reloadAnim, false);
            aimToReloadTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Reloading");

            reloadAnim.AddTransition(upperAim, true);
        }
        //Fire
        if (fireAnimation)
        {
            Debug.Log("Tactical");
            AnimatorState fireAnim = upperStateMachine.AddState("Fire");
            fireAnim.motion = fireAnimation;

            var aimToFireTranistion = upperAim.AddTransition(fireAnim, false);
            aimToFireTranistion.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0.25f, "Fire");

            fireAnim.AddTransition(upperAim, true);
        }
    }
        void CreateController()
        {
            if (m_Controller == null && m_AvatarPreview != null && m_AvatarPreview.Animator != null && m_RefTransition != null)
            {
                // controller
                m_LayerIndex           = 0;
                m_Controller           = new AnimatorController();
                m_Controller.pushUndo  = false;
                m_Controller.hideFlags = HideFlags.HideAndDontSave;
                m_Controller.AddLayer("preview");

                bool isDefaultMask = true;

                if (m_LayerMask != null)
                {
                    for (AvatarMaskBodyPart i = 0; i < AvatarMaskBodyPart.LastBodyPart && isDefaultMask; i++)
                    {
                        if (!m_LayerMask.GetHumanoidBodyPartActive(i))
                        {
                            isDefaultMask = false;
                        }
                    }

                    if (!isDefaultMask)
                    {
                        m_Controller.AddLayer("Additionnal");
                        m_LayerIndex++;
                        AnimatorControllerLayer[] layers = m_Controller.layers;
                        layers[m_LayerIndex].avatarMask = m_LayerMask;
                        m_Controller.layers             = layers;
                    }
                }
                m_StateMachine           = m_Controller.layers[m_LayerIndex].stateMachine;
                m_StateMachine.pushUndo  = false;
                m_StateMachine.hideFlags = HideFlags.HideAndDontSave;

                m_SrcMotion = m_RefSrcState.motion;
                m_DstMotion = m_RefDstState.motion;

                /// Add parameters
                m_ParameterMinMax.Clear();

                if (m_SrcMotion && m_SrcMotion is BlendTree)
                {
                    BlendTree leftBlendTree = m_SrcMotion as BlendTree;

                    for (int i = 0; i < leftBlendTree.recursiveBlendParameterCount; i++)
                    {
                        string blendValueName = leftBlendTree.GetRecursiveBlendParameter(i);
                        if (m_Controller.IndexOfParameter(blendValueName) == -1)
                        {
                            m_Controller.AddParameter(blendValueName, AnimatorControllerParameterType.Float);
                            m_ParameterMinMax.Add(new Vector2(leftBlendTree.GetRecursiveBlendParameterMin(i), leftBlendTree.GetRecursiveBlendParameterMax(i)));
                        }
                    }
                }

                if (m_DstMotion && m_DstMotion is BlendTree)
                {
                    BlendTree rightBlendTree = m_DstMotion as BlendTree;

                    for (int i = 0; i < rightBlendTree.recursiveBlendParameterCount; i++)
                    {
                        string blendValueName = rightBlendTree.GetRecursiveBlendParameter(i);
                        int    parameterIndex = m_Controller.IndexOfParameter(blendValueName);
                        if (parameterIndex == -1)
                        {
                            m_Controller.AddParameter(blendValueName, AnimatorControllerParameterType.Float);
                            m_ParameterMinMax.Add(new Vector2(rightBlendTree.GetRecursiveBlendParameterMin(i), rightBlendTree.GetRecursiveBlendParameterMax(i)));
                        }
                        else
                        {
                            m_ParameterMinMax[parameterIndex] =
                                new Vector2(Mathf.Min(rightBlendTree.GetRecursiveBlendParameterMin(i), m_ParameterMinMax[parameterIndex][0]),
                                            Mathf.Max(rightBlendTree.GetRecursiveBlendParameterMax(i), m_ParameterMinMax[parameterIndex][1]));
                        }
                    }
                }


                // states
                m_SrcState           = m_StateMachine.AddState(m_RefSrcState.name);
                m_SrcState.pushUndo  = false;
                m_SrcState.hideFlags = HideFlags.HideAndDontSave;
                m_DstState           = m_StateMachine.AddState(m_RefDstState.name);
                m_DstState.pushUndo  = false;
                m_DstState.hideFlags = HideFlags.HideAndDontSave;

                CopyStateForPreview(m_RefSrcState, ref m_SrcState);
                CopyStateForPreview(m_RefDstState, ref m_DstState);

                // transition
                m_Transition           = m_SrcState.AddTransition(m_DstState, true);
                m_Transition.pushUndo  = false;
                m_Transition.hideFlags = HideFlags.DontSave;
                CopyTransitionForPreview(m_RefTransition, ref m_Transition);

                DisableIKOnFeetIfNeeded();


                AnimatorController.SetAnimatorController(m_AvatarPreview.Animator, m_Controller);

                m_Controller.OnAnimatorControllerDirty += ControllerDirty;
            }
        }