예제 #1
0
        public void addAnimator2SO(SOAnimatorController soAnimator)
        {
            string assetsImagePath          = ExportUtil.convFullPath2AssetsPath(m_fullPath);
            RuntimeAnimatorController asset = AtlasPrefabUtil.loadAllAsset <RuntimeAnimatorController>(assetsImagePath);

            soAnimator.addAnimator(m_subPathNoExt, asset);
        }
예제 #2
0
        public void createAnimatorAsset()
        {
            SOAnimatorController soAnimator = m_dirData.createScriptAnimator();

            string assetsPrefabPath = ExportUtil.getRelDataPath(m_outPath);

            // 创建预制,并且添加到编辑器中,以便进行检查
            AssetDatabase.CreateAsset(soAnimator, assetsPrefabPath);
            //刷新编辑器
            AssetDatabase.Refresh();
        }
예제 #3
0
        public SOAnimatorController createScriptAnimator()
        {
            SOAnimatorController retSOAnimator = ScriptableObject.CreateInstance <SOAnimatorController>();

            foreach (FileData file in m_filesList)
            {
                file.addAnimator2SO(retSOAnimator);
            }

            return(retSOAnimator);
        }
예제 #4
0
        // 打包 Controller
        public void exportControllerAsset()
        {
            foreach (var item in m_controllerList)
            {
                //m_curXmlAnimatorController = item;
                RuntimeAnimatorController runtimeAsset = ExportAnimatorControllerUtil.BuildAnimationController(item);
                SOAnimatorController      soAnimator   = ScriptableObject.CreateInstance <SOAnimatorController>();
                soAnimator.addAnimator(item.controllerFullPath, runtimeAsset);

                // 创建预制,并且添加到编辑器中,以便进行检查
                AssetDatabase.CreateAsset(soAnimator, item.assetFullPath);
                //刷新编辑器
                AssetDatabase.Refresh();
            }
        }