public static void AddClip(AnimationClip clip, float fps, Animation ani)
    {
        FB.PosePlus.AniClip _clip = ScriptableObject.CreateInstance <FB.PosePlus.AniClip>();
        _clip.boneinfo = new List <string>();//也增加了每个动画中的boneinfo信息.

        //这里重新检查动画曲线,找出动画中涉及的Transform部分,更精确
        List <Transform> cdpath = new List <Transform>();
        var curveDatas          = AnimationUtility.GetCurveBindings(clip);

        FB.PosePlus.AniPlayer con = ani.GetComponent <FB.PosePlus.AniPlayer>();

        UpdateCdpath(ani, curveDatas, _clip, con, cdpath);

        string path = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(clip.GetInstanceID()));

        _clip.name   = clip.name;
        _clip.frames = new List <FB.PosePlus.Frame>();
        _clip.fps    = fps;
        _clip.loop   = clip.isLooping;
        float flen       = (clip.length * fps);
        int   framecount = (int)flen;

        if (flen - framecount > 0.0001)
        {
            framecount++;
        }

        for (int i = 0, l = clip.events.Length; i < l; i++)
        {
            var        aniEvent = clip.events[i];
            FrameEvent evt      = new FrameEvent();
            evt.name           = aniEvent.functionName;
            evt.position       = aniEvent.time;
            evt.intVariable    = aniEvent.intParameter;
            evt.floatVariable  = aniEvent.floatParameter;
            evt.stringVariable = aniEvent.stringParameter;

            _clip.events.Add(evt);
        }

        framecount += 1;
        FB.PosePlus.Frame last = null;
        for (int i = 0; i < framecount; i++)
        {
            ani[_clip.name].time    = (i * 1.0f / fps) / clip.length;
            ani[_clip.name].enabled = true;
            ani[_clip.name].weight  = 1;
            ani.Sample();
            ani[_clip.name].enabled = false;

            last = new FB.PosePlus.Frame(_clip, con, last, i, ani.transform, cdpath);
            _clip.frames.Add(last);
        }

        Dictionary <string, int> clipcache = new Dictionary <string, int>();

        if (con.clips != null)
        {
            for (int i = 0, l = con.clips.Count; i < l; i++)
            {
                if (con.clips[i])
                {
                    clipcache[con.clips[i].name] = i;
                    Debug.Log(con.clips[i].name);
                }
                else
                {
                    con.clips.RemoveAt(i);
                    i--;
                    l--;
                }
            }
        }

        con.clipcache = clipcache;

        string outpath = path + "/" + clip.name + ".FBAni.asset";

        FB.PosePlus.AniClip src = null;

        /*if (Pretreatment.AnimatorCache.ContainsKey(outpath))
         * {
         *  src = Pretreatment.AnimatorCache[outpath];
         * }
         * else
         * {
         *  AssetDatabase.CreateAsset(_clip, outpath);
         *  src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;
         *  Pretreatment.AnimatorCache[outpath] = src;
         * }*/
        AssetDatabase.CreateAsset(_clip, outpath);
        src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;
        Pretreatment.AnimatorCache[outpath] = src;

        con.AddAni(src);
    }
Example #2
0
    //从一个Animator中获取所有的Animation
    public static void CloneAni(UnityEngine.AnimationClip clip, float fps, Animator ani)
    {
        //创建CleanData.Ani
        FB.PosePlus.AniClip _clip = ScriptableObject.CreateInstance <FB.PosePlus.AniClip>();
        _clip.boneinfo = new List <string>();//也增加了每个动画中的boneinfo信息.

        //这里重新检查动画曲线,找出动画中涉及的Transform部分,更精确
        List <Transform> cdpath = new List <Transform>();
        var curveDatas          = AnimationUtility.GetCurveBindings(clip);

        //AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(clip, true);
        foreach (var dd in curveDatas)
        {
            Transform tran = ani.transform.Find(dd.path);
            if (tran == null)
            {
                Debug.LogWarning("trans not found:" + dd.path);
                //丢弃无法被找到的动画通道
            }
            else
            {
                if (cdpath.Contains(tran) == false)
                {
                    _clip.boneinfo.Add(tran.name);
                    cdpath.Add(tran);
                }
            }
        }
        FB.PosePlus.AniPlayer con = ani.gameObject.GetComponent <FB.PosePlus.AniPlayer>();
        foreach (var b in con.bones)
        {
            //if (b.bone.GetComponent<asbone>() != null)
            {
                //特别关注的骨骼
                if (_clip.boneinfo.Contains(b.bone.name) == false)
                {
                    _clip.boneinfo.Add(b.bone.name);
                    cdpath.Add(b.bone);
                }
            }
        }
        Debug.LogWarning("curve got path =" + cdpath.Count);

        string path = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(clip.GetInstanceID()));

        _clip.name   = clip.name;
        _clip.frames = new List <FB.PosePlus.Frame>();
        _clip.fps    = fps;
        _clip.loop   = clip.isLooping;

        float flen       = (clip.length * fps);
        int   framecount = (int)flen;

        if (flen - framecount > 0.0001)
        {
            framecount++;
        }
        //if (framecount < 1) framecount = 1;

        for (int i = 0, l = clip.events.Length; i < l; i++)
        {
            var        aniEvent = clip.events[i];
            FrameEvent evt      = new FrameEvent();
            evt.name           = aniEvent.functionName;
            evt.position       = aniEvent.time;
            evt.intVariable    = aniEvent.intParameter;
            evt.floatVariable  = aniEvent.floatParameter;
            evt.stringVariable = aniEvent.stringParameter;

            _clip.events.Add(evt);
        }

        framecount += 1;
        FB.PosePlus.Frame last = null;

        //ani.StartPlayback();
        //逐帧复制
        //ani.Play(_clip.name, 0, 0);
        for (int i = 0; i < framecount; i++)
        {
            ani.Play(mapClip2State[_clip.name], 0, (i * 1.0f / fps) / clip.length);
            ani.Update(0);
            last = new FB.PosePlus.Frame(_clip, con, last, i, ani.transform, cdpath);

            _clip.frames.Add(last);
        }

        //特殊处理:写文件后,clips中的内容会丢失
        //这里用clipcache保存clips的内容
        //Debug.Log(con.clips[0].name);
        Dictionary <string, int> clipcache = new Dictionary <string, int>();

        if (con.clips != null)
        {
            for (int i = 0; i < con.clips.Count; i++)
            {
                if (con.clips[i])
                {
                    clipcache[con.clips[i].name] = i;
                }
                else
                {
                    con.clips.RemoveAt(i);
                }
            }
        }
        con.clipcache = clipcache;


        string outpath = PathHelper.CheckFileName(path + "/" + ani.gameObject.name + "_" + clip.name + ".FBAni.asset");

        /*FB.PosePlus.AniClip src = null;
         * if (Pretreatment.AnimatorCache.ContainsKey(outpath))
         * {
         *  src = Pretreatment.AnimatorCache[outpath];
         * }
         * else
         * {
         *  AssetDatabase.CreateAsset(_clip, outpath);
         *  src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;
         *  Pretreatment.AnimatorCache[outpath] = src;
         * }*/
        AssetDatabase.CreateAsset(_clip, outpath);
        var src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;

        Pretreatment.AnimatorCache[outpath] = src;
        src.clipName = PathHelper.CheckFileName(clip.name);

        con.AddAni(src);
    }