public void CreateAnimation(ImportedAnimation anim, string basePath, string masterName, AnimationTargetObjectType targetType, int framerate, bool forceToFramerate, string bindingPath) { AnimationClip clip; string fileName = basePath + "/" + masterName + "_" + anim.name + ".anim"; bool isLooping = anim.isLooping; // check if animation file already exists clip = AssetDatabase.LoadAssetAtPath <AnimationClip>(fileName); if (clip != null) { // get previous animation settings targetType = PreviousImportSettings.GetAnimationTargetFromExistingClip(clip); } else { clip = new AnimationClip(); AssetDatabase.CreateAsset(clip, fileName); } // framerates clip.frameRate = framerate; // change loop settings if (isLooping) { clip.wrapMode = WrapMode.Loop; clip.SetLoop(true); } else { clip.wrapMode = WrapMode.Clamp; clip.SetLoop(false); } // convert keyframes ImportedAnimationFrame[] srcKeyframes = anim.ListFramesAccountingForPlaybackDirection().ToArray(); ObjectReferenceKeyframe[] keyFrames = new ObjectReferenceKeyframe[srcKeyframes.Length + 1]; float timeOffset = 0f; var srEcb = AnimationClipUtility.GetSpriteRendererCurveBinding(bindingPath); var imgEcb = AnimationClipUtility.GetImageCurveBinding(bindingPath); for (int i = 0; i < srcKeyframes.Length; i++) { // first sprite will be set at the beginning (t=0) of the animation keyFrames[i] = new ObjectReferenceKeyframe { time = timeOffset, value = srcKeyframes[i].sprite }; // add duration of frame in seconds timeOffset += forceToFramerate ? (1.0f / framerate) : (srcKeyframes[i].duration / 1000f); } // repeating the last frame at a point "just before the end" so the animation gets its correct length keyFrames[srcKeyframes.Length] = new ObjectReferenceKeyframe { time = timeOffset - (1f / clip.frameRate), // substract the duration of one frame value = srcKeyframes.Last().sprite }; // save curve into clip, either for SpriteRenderer, Image, or both if (targetType == AnimationTargetObjectType.SpriteRenderer) { AnimationUtility.SetObjectReferenceCurve(clip, srEcb, keyFrames); AnimationUtility.SetObjectReferenceCurve(clip, imgEcb, null); } else if (targetType == AnimationTargetObjectType.Image) { AnimationUtility.SetObjectReferenceCurve(clip, srEcb, null); AnimationUtility.SetObjectReferenceCurve(clip, imgEcb, keyFrames); } else if (targetType == AnimationTargetObjectType.SpriteRendererAndImage) { AnimationUtility.SetObjectReferenceCurve(clip, srEcb, keyFrames); AnimationUtility.SetObjectReferenceCurve(clip, imgEcb, keyFrames); } EditorUtility.SetDirty(clip); anim.animationClip = clip; }
public void CreateAnimation(ImportedAnimation anim, string basePath, string masterName, AnimationTargetObjectType targetType) { AnimationClip clip; string fileName = basePath + "/" + masterName + "_" + anim.name + ".anim"; bool isLooping = anim.isLooping; // check if animation file already exists clip = AssetDatabase.LoadAssetAtPath <AnimationClip>(fileName); if (clip != null) { // get previous animation settings targetType = PreviousImportSettings.GetAnimationTargetFromExistingClip(clip); } else { clip = new AnimationClip(); AssetDatabase.CreateAsset(clip, fileName); } // change loop settings if (isLooping) { clip.wrapMode = WrapMode.Loop; clip.SetLoop(true); } else { clip.wrapMode = WrapMode.Clamp; clip.SetLoop(false); } ObjectReferenceKeyframe[] keyFrames = new ObjectReferenceKeyframe[anim.Count + 1]; // one more than sprites because we repeat the last sprite for (int i = 0; i < anim.Count; i++) { ObjectReferenceKeyframe keyFrame = new ObjectReferenceKeyframe { time = anim.GetKeyFrameTime(i) }; Sprite sprite = anim.frames[i].sprite; keyFrame.value = sprite; keyFrames[i] = keyFrame; } // repeating the last frame at a point "just before the end" so the animation gets its correct length ObjectReferenceKeyframe lastKeyFrame = new ObjectReferenceKeyframe { time = anim.GetLastKeyFrameTime(clip.frameRate) }; Sprite lastSprite = anim.frames[anim.Count - 1].sprite; lastKeyFrame.value = lastSprite; keyFrames[anim.Count] = lastKeyFrame; // save curve into clip, either for SpriteRenderer, Image, or both if (targetType == AnimationTargetObjectType.SpriteRenderer) { //var bnds = AnimationUtility.GetObjectReferenceCurveBindings(clip); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding(AnimationImporter.Instance.useFileNameAsPath ? masterName : AnimationImporter.Instance.objectPath), keyFrames); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding(AnimationImporter.Instance.useFileNameAsPath ? masterName : AnimationImporter.Instance.objectPath), null); } else if (targetType == AnimationTargetObjectType.Image) { AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding(AnimationImporter.Instance.useFileNameAsPath ? masterName : AnimationImporter.Instance.objectPath), null); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding(AnimationImporter.Instance.useFileNameAsPath ? masterName : AnimationImporter.Instance.objectPath), keyFrames); } else if (targetType == AnimationTargetObjectType.SpriteRendererAndImage) { AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding(AnimationImporter.Instance.useFileNameAsPath ? masterName : AnimationImporter.Instance.objectPath), keyFrames); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding(AnimationImporter.Instance.useFileNameAsPath ? masterName : AnimationImporter.Instance.objectPath), keyFrames); } EditorUtility.SetDirty(clip); anim.animationClip = clip; }