private static void DoMakeAnimationState(bool addGlobalTransition) { Skill fsm = SkillEditorMacros.droppedOnFsm; AnimationClip animationClip = SkillEditorMacros.droppedObject as AnimationClip; Vector2 position = SkillEditorMacros.droppedPosition; if (fsm == null || animationClip == null) { return; } SkillEditor.RegisterUndo(fsm, "Drag and Drop"); SkillEditorMacros.AddAnimationState(fsm, animationClip, position, addGlobalTransition); SkillEditor.SetFsmDirty(fsm, true, false, true); }
private static void DoMakeAnimationStates(bool addGlobalTransition) { Skill fsm = SkillEditorMacros.droppedOnFsm; Animation animation = SkillEditorMacros.droppedObject as Animation; Vector2 position = SkillEditorMacros.droppedPosition; if (fsm == null || animation == null) { return; } SkillEditor.RegisterUndo(fsm, "Drag and Drop"); AnimationClip[] animationClips = AnimationUtility.GetAnimationClips(animation.get_gameObject()); AnimationClip[] array = animationClips; for (int i = 0; i < array.Length; i++) { AnimationClip animationClip = array[i]; if (animationClip != null) { SkillEditorMacros.AddAnimationState(fsm, animationClip, position, addGlobalTransition); position = new Vector2(position.x + 200f, position.y); } } SkillEditor.SetFsmDirty(fsm, true, false, true); }