private void DrawRuntimeDebugData() { if (!Application.isPlaying) { return; } EditorGUILayout.LabelField("Current blend variable values:"); var blendVars = animationPlayer.GetBlendVariables(); EditorUtilities.DrawIndented(() => { foreach (var blendVar in blendVars) { EditorGUILayout.BeginHorizontal(); { EditorGUILayout.LabelField(blendVar, GUILayout.Width(100f)); EditorGUILayout.LabelField(animationPlayer.GetBlendVar(blendVar).ToString()); } EditorGUILayout.EndHorizontal(); } }); EditorUtilities.Splitter(); if (!animationPlayer.gameObject.scene.IsValid()) { //is looking at the prefab at runtime, don't attempt to draw the graph! return; } for (int i = 0; i < animationPlayer.GetStateCount(selectedLayer); i++) { EditorGUILayout.BeginHorizontal(); { string stateName = animationPlayer.layers[selectedLayer].states[i].Name; if (GUILayout.Button($"Blend to {stateName} using default transition")) { animationPlayer.Play(i, selectedLayer); } if (GUILayout.Button($"Blend to {stateName} over .5 secs")) { animationPlayer.Play(i, TransitionData.Linear(.5f), selectedLayer); } if (GUILayout.Button($"Snap to {stateName}")) { animationPlayer.SnapTo(i, selectedLayer); } } EditorGUILayout.EndHorizontal(); } EditorGUILayout.LabelField("Playing clip " + animationPlayer.GetPlayingState(selectedLayer)); for (int i = animationPlayer.GetStateCount(selectedLayer) - 1; i >= 0; i--) { EditorGUILayout.LabelField("Current weigth for state " + i + ": " + animationPlayer.GetStateWeight(i, selectedLayer)); } }
private void DrawRuntimeDebugData() { if (!Application.isPlaying) { return; } EditorGUILayout.LabelField("Current blend variable values:"); var blendVars = animationPlayer.GetBlendVariables(); EditorUtilities.DrawIndented(() => { foreach (var blendVar in blendVars) { EditorGUILayout.BeginHorizontal(); { EditorGUILayout.LabelField(blendVar, GUILayout.Width(100f)); EditorGUILayout.LabelField(animationPlayer.GetBlendVar(blendVar).ToString()); } EditorGUILayout.EndHorizontal(); } }); EditorUtilities.Splitter(); if (!animationPlayer.gameObject.scene.IsValid()) { //is looking at the prefab at runtime, don't attempt to draw the graph! return; } EditorGUILayout.LabelField("Playing clip " + animationPlayer.GetPlayingState(selectedLayer)); for (int i = animationPlayer.GetStateCount(selectedLayer) - 1; i >= 0; i--) { EditorGUILayout.LabelField("Current weigth for state " + i + ": " + animationPlayer.GetStateWeight(i, selectedLayer)); } }