コード例 #1
0
        private static void DrawAddStateButtons(AnimationPlayer animationPlayer, PersistedInt selectedState, AnimationPlayerEditor editor, AnimationLayer layer)
        {
            if (GUILayout.Button("Single Clip State", buttonWidth))
            {
                EditorUtilities.RecordUndo(animationPlayer, "Add state to animation player");
                layer.states.Add(SingleClipState.Create(GetUniqueStateName(SingleClipState.DefaultName, layer.states)));
                selectedState.SetTo(layer.states.Count - 1);
                editor.MarkDirty();
            }

            if (GUILayout.Button("1D Blend Tree", buttonWidth))
            {
                EditorUtilities.RecordUndo(animationPlayer, "Add blend tree to animation player");
                layer.states.Add(BlendTree1D.Create(GetUniqueStateName(BlendTree1D.DefaultName, layer.states)));
                selectedState.SetTo(layer.states.Count - 1);
                editor.MarkDirty();
            }

            if (GUILayout.Button("2D Blend Tree", buttonWidth))
            {
                EditorUtilities.RecordUndo(animationPlayer, "Add 2D blend tree to animation player");
                layer.states.Add(BlendTree2D.Create(GetUniqueStateName(BlendTree2D.DefaultName, layer.states)));
                selectedState.SetTo(layer.states.Count - 1);
                editor.MarkDirty();
            }
        }
コード例 #2
0
        private static void AddClipsAsBlendTree(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState,
                                                AnimationPlayerEditor editor, List <AnimationClip> animationClips)
        {
            EditorUtilities.RecordUndo(animationPlayer, "Added clip to Animation Player");
            var layer          = animationPlayer.layers[selectedLayer];
            int numClipsBefore = layer.states.Count;

            var newStateName = GetUniqueStateName(BlendTree1D.DefaultName, layer.states);
            var newState     = BlendTree1D.Create(newStateName);

            foreach (var clip in animationClips)
            {
                var newEntry = new BlendTreeEntry1D
                {
                    clip = clip
                };
                newState.blendTree.Add(newEntry);
            }

            layer.states.Add(newState);

            selectedState.SetTo(numClipsBefore);

            editor.MarkDirty();
        }
コード例 #3
0
        private static void DoDragAndDrop(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState, AnimationPlayerEditor editor)
        {
            var   dragAndDropRect = EditorUtilities.ReserveRect(GUILayout.Height(62f));
            Event evt             = Event.current;

            GUI.Box(dragAndDropRect, "Drag clips here to add\nthem to the player!", dragAndDropBoxStyle);

            switch (evt.type)
            {
            case EventType.DragUpdated:
            case EventType.DragPerform:
                if (!dragAndDropRect.Contains(evt.mousePosition))
                {
                    return;
                }

                DragAndDrop.visualMode = DragAndDropVisualMode.Copy;

                if (evt.type == EventType.DragPerform)
                {
                    DragAndDrop.AcceptDrag();

                    var animationClips = DragAndDrop.objectReferences.FilterByType <AnimationClip>().ToList();
                    foreach (var obj in DragAndDrop.objectReferences.FilterByType <GameObject>())
                    {
                        var assetPath = AssetDatabase.GetAssetPath(obj);
                        if (!(AssetImporter.GetAtPath(assetPath) is ModelImporter))
                        {
                            return;
                        }

                        animationClips.AddRange(AssetDatabase.LoadAllAssetsAtPath(assetPath).FilterByType <AnimationClip>().
                                                Where(clip => (clip.hideFlags & HideFlags.HideInHierarchy) == 0));
                    }

                    if (animationClips.Count > 0)
                    {
                        EditorUtilities.RecordUndo(animationPlayer, "Added clip to Animation Player");
                        var layer          = animationPlayer.layers[selectedLayer];
                        int numClipsBefore = layer.states.Count;

                        foreach (var clip in animationClips)
                        {
                            var newStateName = GetUniqueStateName(clip.name, layer.states);
                            var newState     = SingleClipState.Create(newStateName, clip);
                            layer.states.Add(newState);
                        }

                        selectedState.SetTo(numClipsBefore);

                        editor.MarkDirty();
                    }
                }

                break;
            }
        }
コード例 #4
0
        private static void AddClipsAsSeperateStates(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState,
                                                     AnimationPlayerEditor editor, List <AnimationClip> animationClips)
        {
            EditorUtilities.RecordUndo(animationPlayer, "Added clip to Animation Player");
            var layer          = animationPlayer.layers[selectedLayer];
            int numClipsBefore = layer.states.Count;

            foreach (var clip in animationClips)
            {
                var newStateName = GetUniqueStateName(clip.name, layer.states);
                var newState     = SingleClip.Create(newStateName, clip);
                layer.states.Add(newState);
            }

            selectedState.SetTo(numClipsBefore);

            editor.MarkDirty();
        }
コード例 #5
0
        public static void DrawStateData(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState,
                                         AnimationPlayerEditor currentEditor)
        {
            var updateStateNames = false;
            var layer            = animationPlayer.layers[selectedLayer];

            if (layer.states.Count == 0)
            {
                EditorGUILayout.LabelField("No states");
                return;
            }

            if (!layer.states.IsInBounds(selectedState))
            {
                Debug.LogError("Out of bounds state: " + selectedState + " out of " + layer.states.Count + " states! Resetting to 0");
                selectedState.SetTo(0);
                return;
            }

            EditorGUILayout.LabelField("State");

            EditorGUI.indentLevel++;
            DrawStateData(layer.states[selectedState], ref updateStateNames);

            GUILayout.Space(20f);

            var deleteThisState = DrawDeleteStateButton(selectedLayer, selectedState);

            EditorGUI.indentLevel--;

            if (deleteThisState)
            {
                DeleteState(animationPlayer, layer, selectedState);
                updateStateNames = true;
            }

            if (updateStateNames)
            {
                currentEditor.MarkDirty();
            }

            currentEditor.previewer.DrawStatePreview(selectedLayer, selectedState);
        }
コード例 #6
0
        public static void DrawStateData(AnimationPlayer animationPlayer, int selectedLayer, PersistedInt selectedState, AnimationPlayerEditor currentEditor)
        {
            ReloadCheck();

            var markDirty = false;
            var layer     = animationPlayer.layers[selectedLayer];

            if (layer.states.Count == 0)
            {
                EditorGUILayout.LabelField("No states");
                return;
            }

            if (!layer.states.IsInBounds(selectedState))
            {
                Debug.LogError($"Out of bounds state: {selectedState} out of {layer.states.Count} states! Resetting to 0");
                selectedState.SetTo(0);
                return;
            }

            var stateName = layer.states[selectedState].Name;

            EditorGUILayout.LabelField($"Settings for \"{stateName}\":");

            EditorGUI.indentLevel++;
            DrawStateData(layer.states[selectedState], ref markDirty);

            GUILayout.Space(20f);

            EditorGUILayout.BeginHorizontal();
            if (selectedState == 0)
            {
                EditorGUILayout.LabelField("This is the default state of this layer", GUILayout.Width(250f));
            }
            else if (GUILayout.Button("Set as the default state of this layer", GUILayout.Width(250f)))
            {
                layer.states.Swap(selectedState, 0);
                selectedState.SetTo(0);
                markDirty = true;
            }
            GUILayout.FlexibleSpace();
            var deleteThisState = EditorUtilities.AreYouSureButton($"Delete {stateName}", "Are you sure", $"DeleteState_{selectedState}_{selectedLayer}", 1f);

            EditorGUILayout.EndHorizontal();
            EditorGUI.indentLevel--;

            GUILayout.Space(20f);

            currentEditor.previewer.DrawStatePreview(selectedLayer, selectedState);

            if (deleteThisState)
            {
                DeleteState(animationPlayer, layer, selectedState);
                markDirty = true;
            }

            if (markDirty)
            {
                currentEditor.MarkDirty();
            }
        }
コード例 #7
0
        public static void DrawStateData(AnimationPlayer animationPlayer, PersistedInt selectedLayer, PersistedInt selectedState,
                                         AnimationPlayerEditor currentEditor)
        {
            if (reloadChecker == null)
            {
                reloadChecker       = new object();
                upDownButtonOptions = new[] { GUILayout.Width(25f), GUILayout.Height(15f) };

                upDownButtonStyle = new GUIStyle(GUI.skin.button)
                {
                    alignment = TextAnchor.UpperCenter,
                    clipping  = TextClipping.Overflow
                };
            }

            var markDirty = false;
            var layer     = animationPlayer.layers[selectedLayer];

            if (layer.states.Count == 0)
            {
                EditorGUILayout.LabelField("No states");
                return;
            }

            if (!layer.states.IsInBounds(selectedState))
            {
                Debug.LogError($"Out of bounds state: {selectedState} out of {layer.states.Count} states! Resetting to 0");
                selectedState.SetTo(0);
                return;
            }

            var stateName = layer.states[selectedState].Name;

            EditorGUILayout.LabelField($"Settings for \"{stateName}\":");

            EditorGUI.indentLevel++;
            DrawStateData(layer.states[selectedState], ref markDirty);

            GUILayout.Space(20f);

            EditorGUILayout.BeginHorizontal();
            if (selectedState == 0)
            {
                EditorGUILayout.LabelField("This is the default state of this layer", GUILayout.Width(250f));
            }
            else if (GUILayout.Button("Set as the default state of this layer", GUILayout.Width(250f)))
            {
                layer.states.Swap(selectedState, 0);
                selectedState.SetTo(0);
                markDirty = true;
            }
            GUILayout.FlexibleSpace();
            var deleteThisState = EditorUtilities.AreYouSureButton($"Delete {stateName}", "Are you sure", $"DeleteState_{selectedState}_{selectedLayer}", 1f);

            EditorGUILayout.EndHorizontal();
            EditorGUI.indentLevel--;

            if (deleteThisState)
            {
                DeleteState(animationPlayer, layer, selectedState);
                markDirty = true;
            }

            if (markDirty)
            {
                currentEditor.MarkDirty();
            }

            GUILayout.Space(20f);

            currentEditor.previewer.DrawStatePreview(selectedLayer, selectedState);
        }