public AddChild ( |
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motion | The motion to add as child. | |
Résultat | void |
private void CreateMotionCallback(object obj) { UnityEditor.Animations.BlendTree tree = obj as UnityEditor.Animations.BlendTree; if (tree != null) { tree.AddChild(null); tree.SetDirectBlendTreeParameter(tree.children.Length - 1, this.m_Tool.animatorController.GetDefaultBlendTreeParameter()); } }
private void FillAnimatorState(int depth, UnityEditor.Animations.AnimatorStateMachine stateMachine) { foreach (var sta in stateMachine.stateMachines) { Debug.Log("Depth=" + depth + " stateMachines " + sta.stateMachine); FillAnimatorState(depth + 1, sta.stateMachine); } foreach (UnityEditor.Animations.ChildAnimatorState sta in stateMachine.states) { UnityEditor.Animations.BlendTree blendTree = sta.state.motion as UnityEditor.Animations.BlendTree; if (blendTree != null) { Debug.LogError("Depth=" + depth + " blendTree need to be refined" + sta.state.motion); int mCount = blendTree.children.Length; //foreach (var cmotion in blendTree.children) for (int i = 0; i < mCount; i++) { Debug.Log("Blend Clip " + blendTree.children[i].motion); Vector2 position = blendTree.children[i].position; blendTree.AddChild(emptyClip, position); } for (int i = 0; i < mCount; i++) { blendTree.RemoveChild(0); } sta.state.motion = blendTree; } else { Debug.Log("Depth=" + depth + " Clip " + sta.state.motion); sta.state.motion = emptyClip; } } }