public Motion(UnityEngine.Motion m) { switch (m) { case UnityEditor.Animations.BlendTree bt: { this.btAsset = bt; this.type = 1; this.blendType = (int)bt.blendType; this.blendParameter = bt.blendParameter; this.blendParameterY = bt.blendParameterY; this.children = new List <ChildMotion>(); foreach (var cm in bt.children) { if (cm.motion == null) { continue; } var c = new ChildMotion(this, cm); if (c.motion == null) { continue; } this.children.Add(c); } break; } case UnityEngine.AnimationClip ac: { this.type = 0; this.clip = ac.name; break; } } }
public AnimatorState CreateBlendTreeInController(string name, out UnityEditor.Animations.BlendTree tree, int layerIndex) { tree = new UnityEditor.Animations.BlendTree(); tree.name = name; string defaultBlendTreeParameter = this.GetDefaultBlendTreeParameter(); tree.blendParameterY = defaultBlendTreeParameter; tree.blendParameter = defaultBlendTreeParameter; if (AssetDatabase.GetAssetPath(this) != string.Empty) { AssetDatabase.AddObjectToAsset(tree, AssetDatabase.GetAssetPath(this)); } AnimatorState state = this.layers[layerIndex].stateMachine.AddState(tree.name); state.motion = tree; return(state); }
private static AnimationClip GetFirstAnimationClipFromMotion(Motion motion) { AnimationClip animationClip = motion as AnimationClip; if ((bool)((Object)animationClip)) { return(animationClip); } UnityEditor.Animations.BlendTree blendTree = motion as UnityEditor.Animations.BlendTree; if ((bool)((Object)blendTree)) { AnimationClip[] animationClipsFlattened = blendTree.GetAnimationClipsFlattened(); if (animationClipsFlattened.Length > 0) { return(animationClipsFlattened[0]); } } return((AnimationClip)null); }
/// <summary> /// Creates the animator substate machine for this motion. /// </summary> protected override void CreateStateMachine() { // Grab the root sm for the layer UnityEditor.Animations.AnimatorStateMachine lRootStateMachine = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lSM_21500 = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lRootSubStateMachine = null; // If we find the sm with our name, remove it for (int i = 0; i < lRootStateMachine.stateMachines.Length; i++) { // Look for a sm with the matching name if (lRootStateMachine.stateMachines[i].stateMachine.name == _EditorAnimatorSMName) { lRootSubStateMachine = lRootStateMachine.stateMachines[i].stateMachine; // Allow the user to stop before we remove the sm if (!UnityEditor.EditorUtility.DisplayDialog("Motion Controller", _EditorAnimatorSMName + " already exists. Delete and recreate it?", "Yes", "No")) { return; } // Remove the sm //lRootStateMachine.RemoveStateMachine(lRootStateMachine.stateMachines[i].stateMachine); break; } } UnityEditor.Animations.AnimatorStateMachine lSM_21546 = lRootSubStateMachine; if (lSM_21546 != null) { for (int i = lSM_21546.entryTransitions.Length - 1; i >= 0; i--) { lSM_21546.RemoveEntryTransition(lSM_21546.entryTransitions[i]); } for (int i = lSM_21546.anyStateTransitions.Length - 1; i >= 0; i--) { lSM_21546.RemoveAnyStateTransition(lSM_21546.anyStateTransitions[i]); } for (int i = lSM_21546.states.Length - 1; i >= 0; i--) { lSM_21546.RemoveState(lSM_21546.states[i].state); } for (int i = lSM_21546.stateMachines.Length - 1; i >= 0; i--) { lSM_21546.RemoveStateMachine(lSM_21546.stateMachines[i].stateMachine); } } else { lSM_21546 = lSM_21500.AddStateMachine(_EditorAnimatorSMName, new Vector3(192, -696, 0)); } UnityEditor.Animations.AnimatorState lS_22652 = lSM_21546.AddState("IdlePose", new Vector3(504, 72, 0)); lS_22652.speed = 1f; lS_22652.motion = m14306; UnityEditor.Animations.AnimatorState lS_21796 = lSM_21546.AddState("Move Tree", new Vector3(264, 72, 0)); lS_21796.speed = 1f; UnityEditor.Animations.BlendTree lM_15642 = CreateBlendTree("Blend Tree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_15642.blendType = UnityEditor.Animations.BlendTreeType.FreeformCartesian2D; lM_15642.blendParameter = "InputX"; lM_15642.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_15642.useAutomaticThresholds = true; #endif lM_15642.AddChild(m14708, new Vector2(0f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_15642_0_Children = lM_15642.children; lM_15642_0_Children[lM_15642_0_Children.Length - 1].mirror = false; lM_15642_0_Children[lM_15642_0_Children.Length - 1].timeScale = 1.2f; lM_15642.children = lM_15642_0_Children; lM_15642.AddChild(m14710, new Vector2(-0.7f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_15642_1_Children = lM_15642.children; lM_15642_1_Children[lM_15642_1_Children.Length - 1].mirror = false; lM_15642_1_Children[lM_15642_1_Children.Length - 1].timeScale = 1.1f; lM_15642.children = lM_15642_1_Children; lM_15642.AddChild(m14712, new Vector2(0.7f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_15642_2_Children = lM_15642.children; lM_15642_2_Children[lM_15642_2_Children.Length - 1].mirror = false; lM_15642_2_Children[lM_15642_2_Children.Length - 1].timeScale = 1.1f; lM_15642.children = lM_15642_2_Children; lM_15642.AddChild(m14716, new Vector2(-0.7f, 0f)); UnityEditor.Animations.ChildMotion[] lM_15642_3_Children = lM_15642.children; lM_15642_3_Children[lM_15642_3_Children.Length - 1].mirror = false; lM_15642_3_Children[lM_15642_3_Children.Length - 1].timeScale = 1.1f; lM_15642.children = lM_15642_3_Children; lM_15642.AddChild(m14714, new Vector2(0f, 0f)); UnityEditor.Animations.ChildMotion[] lM_15642_4_Children = lM_15642.children; lM_15642_4_Children[lM_15642_4_Children.Length - 1].mirror = false; lM_15642_4_Children[lM_15642_4_Children.Length - 1].timeScale = 1.3f; lM_15642.children = lM_15642_4_Children; lM_15642.AddChild(m14718, new Vector2(0.7f, 0f)); UnityEditor.Animations.ChildMotion[] lM_15642_5_Children = lM_15642.children; lM_15642_5_Children[lM_15642_5_Children.Length - 1].mirror = false; lM_15642_5_Children[lM_15642_5_Children.Length - 1].timeScale = 1.5f; lM_15642.children = lM_15642_5_Children; lM_15642.AddChild(m14704, new Vector2(-0.7f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_15642_6_Children = lM_15642.children; lM_15642_6_Children[lM_15642_6_Children.Length - 1].mirror = false; lM_15642_6_Children[lM_15642_6_Children.Length - 1].timeScale = 1.5f; lM_15642.children = lM_15642_6_Children; lM_15642.AddChild(m14706, new Vector2(0.7f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_15642_7_Children = lM_15642.children; lM_15642_7_Children[lM_15642_7_Children.Length - 1].mirror = false; lM_15642_7_Children[lM_15642_7_Children.Length - 1].timeScale = 1.5f; lM_15642.children = lM_15642_7_Children; lM_15642.AddChild(m14702, new Vector2(0f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_15642_8_Children = lM_15642.children; lM_15642_8_Children[lM_15642_8_Children.Length - 1].mirror = false; lM_15642_8_Children[lM_15642_8_Children.Length - 1].timeScale = 1.5f; lM_15642.children = lM_15642_8_Children; lS_21796.motion = lM_15642; // Create the transition from the any state. Note that 'AnyState' transitions have to be added to the root UnityEditor.Animations.AnimatorStateTransition lT_21654 = lRootStateMachine.AddAnyStateTransition(lS_21796); lT_21654.hasExitTime = false; lT_21654.hasFixedDuration = true; lT_21654.exitTime = 0.9f; lT_21654.duration = 0.2f; lT_21654.offset = 0f; lT_21654.mute = false; lT_21654.solo = false; lT_21654.canTransitionToSelf = true; lT_21654.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; lT_21654.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 620f, "L0MotionPhase"); UnityEditor.Animations.AnimatorStateTransition lT_22654 = lS_21796.AddTransition(lS_22652); lT_22654.hasExitTime = false; lT_22654.hasFixedDuration = true; lT_22654.exitTime = 0.9f; lT_22654.duration = 0.2f; lT_22654.offset = 0f; lT_22654.mute = false; lT_22654.solo = false; lT_22654.canTransitionToSelf = true; lT_22654.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; lT_22654.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 610f, "L0MotionPhase"); }
/// <summary> /// New way to create sub-state machines without destroying what exists first. /// </summary> protected override void CreateStateMachine() { int rLayerIndex = mMotionLayer._AnimatorLayerIndex; MotionController rMotionController = mMotionController; UnityEditor.Animations.AnimatorController lController = null; Animator lAnimator = rMotionController.Animator; if (lAnimator == null) { lAnimator = rMotionController.gameObject.GetComponent <Animator>(); } if (lAnimator != null) { lController = lAnimator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController; } if (lController == null) { return; } while (lController.layers.Length <= rLayerIndex) { UnityEditor.Animations.AnimatorControllerLayer lNewLayer = new UnityEditor.Animations.AnimatorControllerLayer(); lNewLayer.name = "Layer " + (lController.layers.Length + 1); lNewLayer.stateMachine = new UnityEditor.Animations.AnimatorStateMachine(); lController.AddLayer(lNewLayer); } UnityEditor.Animations.AnimatorControllerLayer lLayer = lController.layers[rLayerIndex]; UnityEditor.Animations.AnimatorStateMachine lLayerStateMachine = lLayer.stateMachine; UnityEditor.Animations.AnimatorStateMachine lSSM_37924 = MotionControllerMotion.EditorFindSSM(lLayerStateMachine, "BasicWalkRunPivot-SM"); if (lSSM_37924 == null) { lSSM_37924 = lLayerStateMachine.AddStateMachine("BasicWalkRunPivot-SM", new Vector3(408, -1056, 0)); } UnityEditor.Animations.AnimatorState lState_38400 = MotionControllerMotion.EditorFindState(lSSM_37924, "Unarmed BlendTree"); if (lState_38400 == null) { lState_38400 = lSSM_37924.AddState("Unarmed BlendTree", new Vector3(312, 72, 0)); } lState_38400.speed = 1f; lState_38400.mirror = false; lState_38400.tag = ""; UnityEditor.Animations.BlendTree lM_25576 = MotionControllerMotion.EditorCreateBlendTree("Blend Tree", lController, rLayerIndex); lM_25576.blendType = UnityEditor.Animations.BlendTreeType.Simple1D; lM_25576.blendParameter = "InputMagnitude"; lM_25576.blendParameterY = "InputX"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_25576.useAutomaticThresholds = false; #endif lM_25576.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/Assets/MotionController/Content/Animations/Humanoid/Idling/unity_Idle_IdleToIdlesR.fbx", "IdlePose"), 0f); lM_25576.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/Assets/MotionController/Content/Animations/Humanoid/Walking/unity_WalkFWD_v2.fbx", "WalkForward"), 0.5f); lM_25576.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/Assets/MotionController/Content/Animations/Humanoid/Running/RunForward_v2.fbx", "RunForward"), 1f); lState_38400.motion = lM_25576; UnityEditor.Animations.AnimatorStateTransition lAnyTransition_38110 = MotionControllerMotion.EditorFindAnyStateTransition(lLayerStateMachine, lState_38400, 0); if (lAnyTransition_38110 == null) { lAnyTransition_38110 = lLayerStateMachine.AddAnyStateTransition(lState_38400); } lAnyTransition_38110.isExit = false; lAnyTransition_38110.hasExitTime = false; lAnyTransition_38110.hasFixedDuration = true; lAnyTransition_38110.exitTime = 0.75f; lAnyTransition_38110.duration = 0.25f; lAnyTransition_38110.offset = 0f; lAnyTransition_38110.mute = false; lAnyTransition_38110.solo = false; lAnyTransition_38110.canTransitionToSelf = true; lAnyTransition_38110.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; for (int i = lAnyTransition_38110.conditions.Length - 1; i >= 0; i--) { lAnyTransition_38110.RemoveCondition(lAnyTransition_38110.conditions[i]); } lAnyTransition_38110.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 3050f, "L" + rLayerIndex + "MotionPhase"); lAnyTransition_38110.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 0f, "L" + rLayerIndex + "MotionForm"); #if USE_ARCHERY_MP || OOTII_AYMP ArcheryPackDefinition.ExtendBasicWalkRunPivot(rMotionController, rLayerIndex); #endif #if USE_SWORD_SHIELD_MP || OOTII_SSMP SwordShieldPackDefinition.ExtendBasicWalkRunPivot(rMotionController, rLayerIndex); #endif #if USE_SPELL_CASTING_MP || OOTII_SCMP SpellCastingPackDefinition.ExtendBasicWalkRunPivot(rMotionController, rLayerIndex); #endif #if USE_SHOOTER_MP || OOTII_SHMP ShooterPackDefinition.ExtendBasicWalkRunPivot(rMotionController, rLayerIndex); #endif // Run any post processing after creating the state machine OnStateMachineCreated(); }
/// <summary> /// Creates the animator substate machine for this motion. /// </summary> protected override void CreateStateMachine() { // Grab the root sm for the layer UnityEditor.Animations.AnimatorStateMachine lRootStateMachine = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lSM_24530 = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lRootSubStateMachine = null; // If we find the sm with our name, remove it for (int i = 0; i < lRootStateMachine.stateMachines.Length; i++) { // Look for a sm with the matching name if (lRootStateMachine.stateMachines[i].stateMachine.name == _EditorAnimatorSMName) { lRootSubStateMachine = lRootStateMachine.stateMachines[i].stateMachine; // Allow the user to stop before we remove the sm if (!UnityEditor.EditorUtility.DisplayDialog("Motion Controller", _EditorAnimatorSMName + " already exists. Delete and recreate it?", "Yes", "No")) { return; } // Remove the sm //lRootStateMachine.RemoveStateMachine(lRootStateMachine.stateMachines[i].stateMachine); break; } } UnityEditor.Animations.AnimatorStateMachine lSM_24570 = lRootSubStateMachine; if (lSM_24570 != null) { for (int i = lSM_24570.entryTransitions.Length - 1; i >= 0; i--) { lSM_24570.RemoveEntryTransition(lSM_24570.entryTransitions[i]); } for (int i = lSM_24570.anyStateTransitions.Length - 1; i >= 0; i--) { lSM_24570.RemoveAnyStateTransition(lSM_24570.anyStateTransitions[i]); } for (int i = lSM_24570.states.Length - 1; i >= 0; i--) { lSM_24570.RemoveState(lSM_24570.states[i].state); } for (int i = lSM_24570.stateMachines.Length - 1; i >= 0; i--) { lSM_24570.RemoveStateMachine(lSM_24570.stateMachines[i].stateMachine); } } else { lSM_24570 = lSM_24530.AddStateMachine(_EditorAnimatorSMName, new Vector3(408, -756, 0)); } UnityEditor.Animations.AnimatorState lS_25730 = lSM_24570.AddState("IdlePose", new Vector3(600, 120, 0)); lS_25730.speed = 1f; lS_25730.motion = m14552; UnityEditor.Animations.AnimatorState lS_24896 = lSM_24570.AddState("Move Tree", new Vector3(312, 120, 0)); lS_24896.speed = 1f; UnityEditor.Animations.BlendTree lM_24106 = CreateBlendTree("Move Blend Tree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_24106.blendType = UnityEditor.Animations.BlendTreeType.Simple1D; lM_24106.blendParameter = "InputMagnitude"; lM_24106.blendParameterY = "InputX"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_24106.useAutomaticThresholds = false; #endif lM_24106.AddChild(m14552, 0f); UnityEditor.Animations.BlendTree lM_24146 = CreateBlendTree("WalkTree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_24146.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D; lM_24146.blendParameter = "InputX"; lM_24146.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_24146.useAutomaticThresholds = true; #endif lM_24146.AddChild(m20884, new Vector2(0f, 0.35f)); UnityEditor.Animations.ChildMotion[] lM_24146_0_Children = lM_24146.children; lM_24146_0_Children[lM_24146_0_Children.Length - 1].mirror = false; lM_24146_0_Children[lM_24146_0_Children.Length - 1].timeScale = 1.1f; lM_24146.children = lM_24146_0_Children; lM_24146.AddChild(m20104, new Vector2(0.35f, 0.35f)); UnityEditor.Animations.ChildMotion[] lM_24146_1_Children = lM_24146.children; lM_24146_1_Children[lM_24146_1_Children.Length - 1].mirror = false; lM_24146_1_Children[lM_24146_1_Children.Length - 1].timeScale = 1.2f; lM_24146.children = lM_24146_1_Children; lM_24146.AddChild(m20102, new Vector2(-0.35f, 0.35f)); UnityEditor.Animations.ChildMotion[] lM_24146_2_Children = lM_24146.children; lM_24146_2_Children[lM_24146_2_Children.Length - 1].mirror = false; lM_24146_2_Children[lM_24146_2_Children.Length - 1].timeScale = 1.2f; lM_24146.children = lM_24146_2_Children; lM_24146.AddChild(m20106, new Vector2(-0.35f, 0f)); UnityEditor.Animations.ChildMotion[] lM_24146_3_Children = lM_24146.children; lM_24146_3_Children[lM_24146_3_Children.Length - 1].mirror = false; lM_24146_3_Children[lM_24146_3_Children.Length - 1].timeScale = 1.2f; lM_24146.children = lM_24146_3_Children; lM_24146.AddChild(m20108, new Vector2(0.35f, 0f)); UnityEditor.Animations.ChildMotion[] lM_24146_4_Children = lM_24146.children; lM_24146_4_Children[lM_24146_4_Children.Length - 1].mirror = false; lM_24146_4_Children[lM_24146_4_Children.Length - 1].timeScale = 1.2f; lM_24146.children = lM_24146_4_Children; lM_24146.AddChild(m21194, new Vector2(-0.35f, -0.35f)); UnityEditor.Animations.ChildMotion[] lM_24146_5_Children = lM_24146.children; lM_24146_5_Children[lM_24146_5_Children.Length - 1].mirror = false; lM_24146_5_Children[lM_24146_5_Children.Length - 1].timeScale = 1.1f; lM_24146.children = lM_24146_5_Children; lM_24146.AddChild(m21196, new Vector2(0.35f, -0.35f)); UnityEditor.Animations.ChildMotion[] lM_24146_6_Children = lM_24146.children; lM_24146_6_Children[lM_24146_6_Children.Length - 1].mirror = false; lM_24146_6_Children[lM_24146_6_Children.Length - 1].timeScale = 1.1f; lM_24146.children = lM_24146_6_Children; lM_24146.AddChild(m24326, new Vector2(0f, -0.35f)); UnityEditor.Animations.ChildMotion[] lM_24146_7_Children = lM_24146.children; lM_24146_7_Children[lM_24146_7_Children.Length - 1].mirror = false; lM_24146_7_Children[lM_24146_7_Children.Length - 1].timeScale = 1f; lM_24146.children = lM_24146_7_Children; lM_24106.AddChild(lM_24146, 0.5f); UnityEditor.Animations.BlendTree lM_24116 = CreateBlendTree("RunTree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_24116.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D; lM_24116.blendParameter = "InputX"; lM_24116.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_24116.useAutomaticThresholds = true; #endif lM_24116.AddChild(m14502, new Vector2(0f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_24116_0_Children = lM_24116.children; lM_24116_0_Children[lM_24116_0_Children.Length - 1].mirror = false; lM_24116_0_Children[lM_24116_0_Children.Length - 1].timeScale = 1f; lM_24116.children = lM_24116_0_Children; lM_24116.AddChild(m22442, new Vector2(0.7f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_24116_1_Children = lM_24116.children; lM_24116_1_Children[lM_24116_1_Children.Length - 1].mirror = false; lM_24116_1_Children[lM_24116_1_Children.Length - 1].timeScale = 1.1f; lM_24116.children = lM_24116_1_Children; lM_24116.AddChild(m22440, new Vector2(-0.7f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_24116_2_Children = lM_24116.children; lM_24116_2_Children[lM_24116_2_Children.Length - 1].mirror = false; lM_24116_2_Children[lM_24116_2_Children.Length - 1].timeScale = 1.1f; lM_24116.children = lM_24116_2_Children; lM_24116.AddChild(m22444, new Vector2(-0.7f, 0f)); UnityEditor.Animations.ChildMotion[] lM_24116_3_Children = lM_24116.children; lM_24116_3_Children[lM_24116_3_Children.Length - 1].mirror = false; lM_24116_3_Children[lM_24116_3_Children.Length - 1].timeScale = 1f; lM_24116.children = lM_24116_3_Children; lM_24116.AddChild(m22446, new Vector2(0.7f, 0f)); UnityEditor.Animations.ChildMotion[] lM_24116_4_Children = lM_24116.children; lM_24116_4_Children[lM_24116_4_Children.Length - 1].mirror = false; lM_24116_4_Children[lM_24116_4_Children.Length - 1].timeScale = 1f; lM_24116.children = lM_24116_4_Children; lM_24116.AddChild(m22436, new Vector2(-0.7f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_24116_5_Children = lM_24116.children; lM_24116_5_Children[lM_24116_5_Children.Length - 1].mirror = false; lM_24116_5_Children[lM_24116_5_Children.Length - 1].timeScale = 1.1f; lM_24116.children = lM_24116_5_Children; lM_24116.AddChild(m22438, new Vector2(0.7f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_24116_6_Children = lM_24116.children; lM_24116_6_Children[lM_24116_6_Children.Length - 1].mirror = false; lM_24116_6_Children[lM_24116_6_Children.Length - 1].timeScale = 1.1f; lM_24116.children = lM_24116_6_Children; lM_24116.AddChild(m18780, new Vector2(0f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_24116_7_Children = lM_24116.children; lM_24116_7_Children[lM_24116_7_Children.Length - 1].mirror = false; lM_24116_7_Children[lM_24116_7_Children.Length - 1].timeScale = 1f; lM_24116.children = lM_24116_7_Children; lM_24106.AddChild(lM_24116, 1f); lS_24896.motion = lM_24106; // Create the transition from the any state. Note that 'AnyState' transitions have to be added to the root UnityEditor.Animations.AnimatorStateTransition lT_24700 = lRootStateMachine.AddAnyStateTransition(lS_24896); lT_24700.hasExitTime = false; lT_24700.hasFixedDuration = true; lT_24700.exitTime = 0.9f; lT_24700.duration = 0.2f; lT_24700.offset = 0f; lT_24700.mute = false; lT_24700.solo = false; lT_24700.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 1130f, "L0MotionPhase"); UnityEditor.Animations.AnimatorStateTransition lT_25732 = lS_25730.AddTransition(lS_24896); lT_25732.hasExitTime = false; lT_25732.hasFixedDuration = true; lT_25732.exitTime = 0f; lT_25732.duration = 0.25f; lT_25732.offset = 0f; lT_25732.mute = false; lT_25732.solo = false; lT_25732.canTransitionToSelf = true; lT_25732.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Greater, 0.1f, "InputMagnitude"); UnityEditor.Animations.AnimatorStateTransition lT_25734 = lS_24896.AddTransition(lS_25730); lT_25734.hasExitTime = false; lT_25734.hasFixedDuration = true; lT_25734.exitTime = 1f; lT_25734.duration = 0.2f; lT_25734.offset = 0f; lT_25734.mute = false; lT_25734.solo = false; lT_25734.canTransitionToSelf = true; lT_25734.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 1135f, "L0MotionPhase"); lT_25734.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 0f, "L0MotionParameter"); }
/// <summary> /// Creates the animator substate machine for this motion. /// </summary> protected override void CreateStateMachine() { // Grab the root sm for the layer UnityEditor.Animations.AnimatorStateMachine lRootStateMachine = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lSM_38592 = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lRootSubStateMachine = null; // If we find the sm with our name, remove it for (int i = 0; i < lRootStateMachine.stateMachines.Length; i++) { // Look for a sm with the matching name if (lRootStateMachine.stateMachines[i].stateMachine.name == _EditorAnimatorSMName) { lRootSubStateMachine = lRootStateMachine.stateMachines[i].stateMachine; // Allow the user to stop before we remove the sm if (!UnityEditor.EditorUtility.DisplayDialog("Motion Controller", _EditorAnimatorSMName + " already exists. Delete and recreate it?", "Yes", "No")) { return; } // Remove the sm //lRootStateMachine.RemoveStateMachine(lRootStateMachine.stateMachines[i].stateMachine); break; } } UnityEditor.Animations.AnimatorStateMachine lSM_N2165318 = lRootSubStateMachine; if (lSM_N2165318 != null) { for (int i = lSM_N2165318.entryTransitions.Length - 1; i >= 0; i--) { lSM_N2165318.RemoveEntryTransition(lSM_N2165318.entryTransitions[i]); } for (int i = lSM_N2165318.anyStateTransitions.Length - 1; i >= 0; i--) { lSM_N2165318.RemoveAnyStateTransition(lSM_N2165318.anyStateTransitions[i]); } for (int i = lSM_N2165318.states.Length - 1; i >= 0; i--) { lSM_N2165318.RemoveState(lSM_N2165318.states[i].state); } for (int i = lSM_N2165318.stateMachines.Length - 1; i >= 0; i--) { lSM_N2165318.RemoveStateMachine(lSM_N2165318.stateMachines[i].stateMachine); } } else { lSM_N2165318 = lSM_38592.AddStateMachine(_EditorAnimatorSMName, new Vector3(420, 324, 0)); } UnityEditor.Animations.AnimatorState lS_N2165320 = lSM_N2165318.AddState("IdlePose Out", new Vector3(600, 120, 0)); lS_N2165320.speed = 1f; lS_N2165320.motion = m19780; UnityEditor.Animations.AnimatorState lS_N2165322 = lSM_N2165318.AddState("Move Tree", new Vector3(312, 120, 0)); lS_N2165322.speed = 1f; UnityEditor.Animations.BlendTree lM_N2165324 = CreateBlendTree("Move Blend Tree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_N2165324.blendType = UnityEditor.Animations.BlendTreeType.Simple1D; lM_N2165324.blendParameter = "InputMagnitude"; lM_N2165324.blendParameterY = "InputX"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_N2165324.useAutomaticThresholds = true; #endif lM_N2165324.AddChild(m19780, 0f); UnityEditor.Animations.BlendTree lM_N2165328 = CreateBlendTree("WalkTree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_N2165328.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D; lM_N2165328.blendParameter = "InputX"; lM_N2165328.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_N2165328.useAutomaticThresholds = true; #endif lM_N2165328.AddChild(m17768, new Vector2(0f, 0.35f)); UnityEditor.Animations.ChildMotion[] lM_N2165328_0_Children = lM_N2165328.children; lM_N2165328_0_Children[lM_N2165328_0_Children.Length - 1].mirror = false; lM_N2165328_0_Children[lM_N2165328_0_Children.Length - 1].timeScale = 1f; lM_N2165328.children = lM_N2165328_0_Children; lM_N2165328.AddChild(m23934, new Vector2(-0.35f, 0f)); UnityEditor.Animations.ChildMotion[] lM_N2165328_1_Children = lM_N2165328.children; lM_N2165328_1_Children[lM_N2165328_1_Children.Length - 1].mirror = false; lM_N2165328_1_Children[lM_N2165328_1_Children.Length - 1].timeScale = 1f; lM_N2165328.children = lM_N2165328_1_Children; lM_N2165328.AddChild(m25304, new Vector2(0.35f, 0f)); UnityEditor.Animations.ChildMotion[] lM_N2165328_2_Children = lM_N2165328.children; lM_N2165328_2_Children[lM_N2165328_2_Children.Length - 1].mirror = false; lM_N2165328_2_Children[lM_N2165328_2_Children.Length - 1].timeScale = 1f; lM_N2165328.children = lM_N2165328_2_Children; lM_N2165328.AddChild(m15900, new Vector2(0f, -0.35f)); UnityEditor.Animations.ChildMotion[] lM_N2165328_3_Children = lM_N2165328.children; lM_N2165328_3_Children[lM_N2165328_3_Children.Length - 1].mirror = false; lM_N2165328_3_Children[lM_N2165328_3_Children.Length - 1].timeScale = 1f; lM_N2165328.children = lM_N2165328_3_Children; lM_N2165324.AddChild(lM_N2165328, 0.5f); UnityEditor.Animations.BlendTree lM_N2165332 = CreateBlendTree("RunTree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_N2165332.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D; lM_N2165332.blendParameter = "InputX"; lM_N2165332.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_N2165332.useAutomaticThresholds = true; #endif lM_N2165332.AddChild(m16640, new Vector2(0f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_N2165332_0_Children = lM_N2165332.children; lM_N2165332_0_Children[lM_N2165332_0_Children.Length - 1].mirror = false; lM_N2165332_0_Children[lM_N2165332_0_Children.Length - 1].timeScale = 1f; lM_N2165332.children = lM_N2165332_0_Children; lM_N2165332.AddChild(m15614, new Vector2(-0.7f, 0f)); UnityEditor.Animations.ChildMotion[] lM_N2165332_1_Children = lM_N2165332.children; lM_N2165332_1_Children[lM_N2165332_1_Children.Length - 1].mirror = false; lM_N2165332_1_Children[lM_N2165332_1_Children.Length - 1].timeScale = 1f; lM_N2165332.children = lM_N2165332_1_Children; lM_N2165332.AddChild(m24920, new Vector2(0.7f, 0f)); UnityEditor.Animations.ChildMotion[] lM_N2165332_2_Children = lM_N2165332.children; lM_N2165332_2_Children[lM_N2165332_2_Children.Length - 1].mirror = false; lM_N2165332_2_Children[lM_N2165332_2_Children.Length - 1].timeScale = 1f; lM_N2165332.children = lM_N2165332_2_Children; lM_N2165332.AddChild(m16328, new Vector2(0f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_N2165332_3_Children = lM_N2165332.children; lM_N2165332_3_Children[lM_N2165332_3_Children.Length - 1].mirror = false; lM_N2165332_3_Children[lM_N2165332_3_Children.Length - 1].timeScale = 1f; lM_N2165332.children = lM_N2165332_3_Children; lM_N2165324.AddChild(lM_N2165332, 1f); lS_N2165322.motion = lM_N2165324; // Create the transition from the any state. Note that 'AnyState' transitions have to be added to the root UnityEditor.Animations.AnimatorStateTransition lT_N2165336 = lRootStateMachine.AddAnyStateTransition(lS_N2165322); lT_N2165336.hasExitTime = false; lT_N2165336.hasFixedDuration = true; lT_N2165336.exitTime = 0.9f; lT_N2165336.duration = 0.4f; lT_N2165336.offset = 0f; lT_N2165336.mute = false; lT_N2165336.solo = false; lT_N2165336.canTransitionToSelf = true; lT_N2165336.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; lT_N2165336.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 32210f, "L0MotionPhase"); UnityEditor.Animations.AnimatorStateTransition lT_N2165338 = lS_N2165320.AddTransition(lS_N2165322); lT_N2165338.hasExitTime = false; lT_N2165338.hasFixedDuration = true; lT_N2165338.exitTime = 0f; lT_N2165338.duration = 0.25f; lT_N2165338.offset = 0f; lT_N2165338.mute = false; lT_N2165338.solo = false; lT_N2165338.canTransitionToSelf = true; lT_N2165338.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; lT_N2165338.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Greater, 0.1f, "InputMagnitude"); UnityEditor.Animations.AnimatorStateTransition lT_N2165340 = lS_N2165322.AddTransition(lS_N2165320); lT_N2165340.hasExitTime = false; lT_N2165340.hasFixedDuration = true; lT_N2165340.exitTime = 1f; lT_N2165340.duration = 0.25f; lT_N2165340.offset = 0f; lT_N2165340.mute = false; lT_N2165340.solo = false; lT_N2165340.canTransitionToSelf = true; lT_N2165340.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; lT_N2165340.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 32215f, "L0MotionPhase"); lT_N2165340.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 0f, "L0MotionParameter"); }
/// <summary> /// Creates the animator substate machine for this motion. /// </summary> protected override void CreateStateMachine() { // Grab the root sm for the layer UnityEditor.Animations.AnimatorStateMachine lRootStateMachine = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lSM_23510 = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lRootSubStateMachine = null; // If we find the sm with our name, remove it for (int i = 0; i < lRootStateMachine.stateMachines.Length; i++) { // Look for a sm with the matching name if (lRootStateMachine.stateMachines[i].stateMachine.name == _EditorAnimatorSMName) { lRootSubStateMachine = lRootStateMachine.stateMachines[i].stateMachine; // Allow the user to stop before we remove the sm if (!UnityEditor.EditorUtility.DisplayDialog("Motion Controller", _EditorAnimatorSMName + " already exists. Delete and recreate it?", "Yes", "No")) { return; } // Remove the sm //lRootStateMachine.RemoveStateMachine(lRootStateMachine.stateMachines[i].stateMachine); break; } } UnityEditor.Animations.AnimatorStateMachine lSM_23512 = lRootSubStateMachine; if (lSM_23512 != null) { for (int i = lSM_23512.entryTransitions.Length - 1; i >= 0; i--) { lSM_23512.RemoveEntryTransition(lSM_23512.entryTransitions[i]); } for (int i = lSM_23512.anyStateTransitions.Length - 1; i >= 0; i--) { lSM_23512.RemoveAnyStateTransition(lSM_23512.anyStateTransitions[i]); } for (int i = lSM_23512.states.Length - 1; i >= 0; i--) { lSM_23512.RemoveState(lSM_23512.states[i].state); } for (int i = lSM_23512.stateMachines.Length - 1; i >= 0; i--) { lSM_23512.RemoveStateMachine(lSM_23512.stateMachines[i].stateMachine); } } else { lSM_23512 = lSM_23510.AddStateMachine(_EditorAnimatorSMName, new Vector3(408, -84, 0)); } UnityEditor.Animations.AnimatorState lS_N18490 = lSM_23512.AddState("TreadIdlePose", new Vector3(600, 72, 0)); lS_N18490.speed = 1f; lS_N18490.motion = m15640; UnityEditor.Animations.AnimatorState lS_N18492 = lSM_23512.AddState("Swim Tree", new Vector3(312, 120, 0)); lS_N18492.speed = 1f; UnityEditor.Animations.BlendTree lM_N18494 = CreateBlendTree("Swim Blend Tree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_N18494.blendType = UnityEditor.Animations.BlendTreeType.Simple1D; lM_N18494.blendParameter = "InputMagnitude"; lM_N18494.blendParameterY = "InputX"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_N18494.useAutomaticThresholds = false; #endif lM_N18494.AddChild(m15642, 0f); UnityEditor.Animations.BlendTree lM_N18498 = CreateBlendTree("TreadTree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_N18498.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D; lM_N18498.blendParameter = "InputX"; lM_N18498.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_N18498.useAutomaticThresholds = true; #endif lM_N18498.AddChild(m15642, new Vector2(0f, 0.1f)); lM_N18498.AddChild(m15642, new Vector2(-0.1f, 0f)); lM_N18498.AddChild(m15642, new Vector2(0.1f, 0f)); lM_N18498.AddChild(m15642, new Vector2(0f, -0.1f)); lM_N18494.AddChild(lM_N18498, 0.5f); UnityEditor.Animations.BlendTree lM_N18502 = CreateBlendTree("SwimTree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_N18502.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D; lM_N18502.blendParameter = "InputX"; lM_N18502.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_N18502.useAutomaticThresholds = true; #endif lM_N18502.AddChild(m17384, new Vector2(0f, 0.1f)); lM_N18502.AddChild(m17382, new Vector2(-0.1f, 0f)); lM_N18502.AddChild(m17386, new Vector2(0.1f, 0f)); lM_N18502.AddChild(m15642, new Vector2(0f, -0.1f)); lM_N18494.AddChild(lM_N18502, 1f); lS_N18492.motion = lM_N18494; UnityEditor.Animations.AnimatorState lS_N18506 = lSM_23512.AddState("IdlePose", new Vector3(600, 156, 0)); lS_N18506.speed = 1f; lS_N18506.motion = m14222; // Create the transition from the any state. Note that 'AnyState' transitions have to be added to the root UnityEditor.Animations.AnimatorStateTransition lT_N18508 = lRootStateMachine.AddAnyStateTransition(lS_N18492); lT_N18508.hasExitTime = false; lT_N18508.hasFixedDuration = true; lT_N18508.exitTime = 0.9f; lT_N18508.duration = 0.4f; lT_N18508.offset = 0f; lT_N18508.mute = false; lT_N18508.solo = false; lT_N18508.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 31400f, "L0MotionPhase"); UnityEditor.Animations.AnimatorStateTransition lT_N18510 = lS_N18490.AddTransition(lS_N18492); lT_N18510.hasExitTime = false; lT_N18510.hasFixedDuration = true; lT_N18510.exitTime = 0f; lT_N18510.duration = 0.2f; lT_N18510.offset = 0f; lT_N18510.mute = false; lT_N18510.solo = false; lT_N18510.canTransitionToSelf = true; lT_N18510.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Greater, 0.1f, "InputMagnitude"); UnityEditor.Animations.AnimatorStateTransition lT_N18512 = lS_N18492.AddTransition(lS_N18490); lT_N18512.hasExitTime = false; lT_N18512.hasFixedDuration = true; lT_N18512.exitTime = 1f; lT_N18512.duration = 0.3f; lT_N18512.offset = 0f; lT_N18512.mute = false; lT_N18512.solo = false; lT_N18512.canTransitionToSelf = true; lT_N18512.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 31405f, "L0MotionPhase"); lT_N18512.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 0f, "L0MotionParameter"); UnityEditor.Animations.AnimatorStateTransition lT_N18514 = lS_N18492.AddTransition(lS_N18506); lT_N18514.hasExitTime = false; lT_N18514.hasFixedDuration = true; lT_N18514.exitTime = 0.9286847f; lT_N18514.duration = 0.25f; lT_N18514.offset = 0f; lT_N18514.mute = false; lT_N18514.solo = false; lT_N18514.canTransitionToSelf = true; lT_N18514.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 31406f, "L0MotionPhase"); }
/// <summary> /// New way to create sub-state machines without destroying what exists first. /// </summary> protected override void CreateStateMachine() { int rLayerIndex = mMotionLayer._AnimatorLayerIndex; MotionController rMotionController = mMotionController; UnityEditor.Animations.AnimatorController lController = null; Animator lAnimator = rMotionController.Animator; if (lAnimator == null) { lAnimator = rMotionController.gameObject.GetComponent <Animator>(); } if (lAnimator != null) { lController = lAnimator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController; } if (lController == null) { return; } while (lController.layers.Length <= rLayerIndex) { UnityEditor.Animations.AnimatorControllerLayer lNewLayer = new UnityEditor.Animations.AnimatorControllerLayer(); lNewLayer.name = "Layer " + (lController.layers.Length + 1); lNewLayer.stateMachine = new UnityEditor.Animations.AnimatorStateMachine(); lController.AddLayer(lNewLayer); } UnityEditor.Animations.AnimatorControllerLayer lLayer = lController.layers[rLayerIndex]; UnityEditor.Animations.AnimatorStateMachine lLayerStateMachine = lLayer.stateMachine; UnityEditor.Animations.AnimatorStateMachine lSSM_37926 = MotionControllerMotion.EditorFindSSM(lLayerStateMachine, "BasicWalkRunStrafe-SM"); if (lSSM_37926 == null) { lSSM_37926 = lLayerStateMachine.AddStateMachine("BasicWalkRunStrafe-SM", new Vector3(408, -1008, 0)); } UnityEditor.Animations.AnimatorState lState_38402 = MotionControllerMotion.EditorFindState(lSSM_37926, "Unarmed BlendTree"); if (lState_38402 == null) { lState_38402 = lSSM_37926.AddState("Unarmed BlendTree", new Vector3(336, 24, 0)); } lState_38402.speed = 1f; lState_38402.mirror = false; lState_38402.tag = ""; UnityEditor.Animations.BlendTree lM_25600 = MotionControllerMotion.EditorCreateBlendTree("Move Blend Tree", lController, rLayerIndex); lM_25600.blendType = UnityEditor.Animations.BlendTreeType.Simple1D; lM_25600.blendParameter = "InputMagnitude"; lM_25600.blendParameterY = "InputX"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_25600.useAutomaticThresholds = false; #endif lM_25600.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Idling/unity_Idle_IdleToIdlesR.fbx", "IdlePose"), 0f); UnityEditor.Animations.BlendTree lM_25694 = MotionControllerMotion.EditorCreateBlendTree("WalkTree", lController, rLayerIndex); lM_25694.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D; lM_25694.blendParameter = "InputX"; lM_25694.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_25694.useAutomaticThresholds = true; #endif lM_25694.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Walking/unity_WalkFWD_v2.fbx", "WalkForward"), new Vector2(0f, 0.35f)); UnityEditor.Animations.ChildMotion[] lM_25694_0_Children = lM_25694.children; lM_25694_0_Children[lM_25694_0_Children.Length - 1].mirror = false; lM_25694_0_Children[lM_25694_0_Children.Length - 1].timeScale = 1.1f; lM_25694.children = lM_25694_0_Children; lM_25694.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Walking/unity_SWalk_v2.fbx", "SWalkForwardRight"), new Vector2(0.35f, 0.35f)); UnityEditor.Animations.ChildMotion[] lM_25694_1_Children = lM_25694.children; lM_25694_1_Children[lM_25694_1_Children.Length - 1].mirror = false; lM_25694_1_Children[lM_25694_1_Children.Length - 1].timeScale = 1.2f; lM_25694.children = lM_25694_1_Children; lM_25694.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Walking/unity_SWalk_v2.fbx", "SWalkForwardLeft"), new Vector2(-0.35f, 0.35f)); UnityEditor.Animations.ChildMotion[] lM_25694_2_Children = lM_25694.children; lM_25694_2_Children[lM_25694_2_Children.Length - 1].mirror = false; lM_25694_2_Children[lM_25694_2_Children.Length - 1].timeScale = 1.2f; lM_25694.children = lM_25694_2_Children; lM_25694.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Walking/unity_SWalk_v2.fbx", "SWalkLeft"), new Vector2(-0.35f, 0f)); UnityEditor.Animations.ChildMotion[] lM_25694_3_Children = lM_25694.children; lM_25694_3_Children[lM_25694_3_Children.Length - 1].mirror = false; lM_25694_3_Children[lM_25694_3_Children.Length - 1].timeScale = 1.2f; lM_25694.children = lM_25694_3_Children; lM_25694.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Walking/unity_SWalk_v2.fbx", "SWalkRight"), new Vector2(0.35f, 0f)); UnityEditor.Animations.ChildMotion[] lM_25694_4_Children = lM_25694.children; lM_25694_4_Children[lM_25694_4_Children.Length - 1].mirror = false; lM_25694_4_Children[lM_25694_4_Children.Length - 1].timeScale = 1.2f; lM_25694.children = lM_25694_4_Children; lM_25694.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Walking/unity_Idle2Strafe_AllAngles.fbx", "WalkStrafeBackwardsLeft"), new Vector2(-0.35f, -0.35f)); UnityEditor.Animations.ChildMotion[] lM_25694_5_Children = lM_25694.children; lM_25694_5_Children[lM_25694_5_Children.Length - 1].mirror = false; lM_25694_5_Children[lM_25694_5_Children.Length - 1].timeScale = 1.1f; lM_25694.children = lM_25694_5_Children; lM_25694.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Walking/unity_Idle2Strafe_AllAngles.fbx", "WalkStrafeBackwardsRight"), new Vector2(0.35f, -0.35f)); UnityEditor.Animations.ChildMotion[] lM_25694_6_Children = lM_25694.children; lM_25694_6_Children[lM_25694_6_Children.Length - 1].mirror = false; lM_25694_6_Children[lM_25694_6_Children.Length - 1].timeScale = 1.1f; lM_25694.children = lM_25694_6_Children; lM_25694.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Walking/unity_BWalk.fbx", "WalkBackwards"), new Vector2(0f, -0.35f)); UnityEditor.Animations.ChildMotion[] lM_25694_7_Children = lM_25694.children; lM_25694_7_Children[lM_25694_7_Children.Length - 1].mirror = false; lM_25694_7_Children[lM_25694_7_Children.Length - 1].timeScale = 1f; lM_25694.children = lM_25694_7_Children; lM_25600.AddChild(lM_25694, 0.5f); UnityEditor.Animations.BlendTree lM_25630 = MotionControllerMotion.EditorCreateBlendTree("RunTree", lController, rLayerIndex); lM_25630.blendType = UnityEditor.Animations.BlendTreeType.SimpleDirectional2D; lM_25630.blendParameter = "InputX"; lM_25630.blendParameterY = "InputY"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_25630.useAutomaticThresholds = true; #endif lM_25630.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Running/RunForward_v2.fbx", "RunForward"), new Vector2(0f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_25630_0_Children = lM_25630.children; lM_25630_0_Children[lM_25630_0_Children.Length - 1].mirror = false; lM_25630_0_Children[lM_25630_0_Children.Length - 1].timeScale = 1f; lM_25630.children = lM_25630_0_Children; lM_25630.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Running/RunStrafe.fbx", "RunStrafeForwardRight"), new Vector2(0.7f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_25630_1_Children = lM_25630.children; lM_25630_1_Children[lM_25630_1_Children.Length - 1].mirror = false; lM_25630_1_Children[lM_25630_1_Children.Length - 1].timeScale = 1.1f; lM_25630.children = lM_25630_1_Children; lM_25630.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Running/RunStrafe.fbx", "RunStrafeForwardLeft"), new Vector2(-0.7f, 0.7f)); UnityEditor.Animations.ChildMotion[] lM_25630_2_Children = lM_25630.children; lM_25630_2_Children[lM_25630_2_Children.Length - 1].mirror = false; lM_25630_2_Children[lM_25630_2_Children.Length - 1].timeScale = 1.1f; lM_25630.children = lM_25630_2_Children; lM_25630.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Running/RunStrafe.fbx", "RunStrafeLeft"), new Vector2(-0.7f, 0f)); UnityEditor.Animations.ChildMotion[] lM_25630_3_Children = lM_25630.children; lM_25630_3_Children[lM_25630_3_Children.Length - 1].mirror = false; lM_25630_3_Children[lM_25630_3_Children.Length - 1].timeScale = 1f; lM_25630.children = lM_25630_3_Children; lM_25630.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Running/RunStrafe.fbx", "RunStrafeRight"), new Vector2(0.7f, 0f)); UnityEditor.Animations.ChildMotion[] lM_25630_4_Children = lM_25630.children; lM_25630_4_Children[lM_25630_4_Children.Length - 1].mirror = false; lM_25630_4_Children[lM_25630_4_Children.Length - 1].timeScale = 1f; lM_25630.children = lM_25630_4_Children; lM_25630.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Running/RunStrafe.fbx", "RunStrafeBackwardLeft"), new Vector2(-0.7f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_25630_5_Children = lM_25630.children; lM_25630_5_Children[lM_25630_5_Children.Length - 1].mirror = false; lM_25630_5_Children[lM_25630_5_Children.Length - 1].timeScale = 1.1f; lM_25630.children = lM_25630_5_Children; lM_25630.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Running/RunStrafe.fbx", "RunStrafeBackwardRight"), new Vector2(0.7f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_25630_6_Children = lM_25630.children; lM_25630_6_Children[lM_25630_6_Children.Length - 1].mirror = false; lM_25630_6_Children[lM_25630_6_Children.Length - 1].timeScale = 1.1f; lM_25630.children = lM_25630_6_Children; lM_25630.AddChild(MotionControllerMotion.EditorFindAnimationClip("Assets/ootii/MotionController/Content/Animations/Humanoid/Running/RunBackward.fbx", "RunBackwards"), new Vector2(0f, -0.7f)); UnityEditor.Animations.ChildMotion[] lM_25630_7_Children = lM_25630.children; lM_25630_7_Children[lM_25630_7_Children.Length - 1].mirror = false; lM_25630_7_Children[lM_25630_7_Children.Length - 1].timeScale = 1f; lM_25630.children = lM_25630_7_Children; lM_25600.AddChild(lM_25630, 1f); lState_38402.motion = lM_25600; UnityEditor.Animations.AnimatorStateTransition lAnyTransition_38112 = MotionControllerMotion.EditorFindAnyStateTransition(lLayerStateMachine, lState_38402, 0); if (lAnyTransition_38112 == null) { lAnyTransition_38112 = lLayerStateMachine.AddAnyStateTransition(lState_38402); } lAnyTransition_38112.isExit = false; lAnyTransition_38112.hasExitTime = false; lAnyTransition_38112.hasFixedDuration = true; lAnyTransition_38112.exitTime = 0.9f; lAnyTransition_38112.duration = 0.2f; lAnyTransition_38112.offset = 0f; lAnyTransition_38112.mute = false; lAnyTransition_38112.solo = false; lAnyTransition_38112.canTransitionToSelf = true; lAnyTransition_38112.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; for (int i = lAnyTransition_38112.conditions.Length - 1; i >= 0; i--) { lAnyTransition_38112.RemoveCondition(lAnyTransition_38112.conditions[i]); } lAnyTransition_38112.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 3100f, "L" + rLayerIndex + "MotionPhase"); lAnyTransition_38112.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 0f, "L" + rLayerIndex + "MotionForm"); #if USE_ARCHERY_MP || OOTII_AYMP ArcheryPackDefinition.ExtendBasicWalkRunStrafe(rMotionController, rLayerIndex); #endif #if USE_SWORD_SHIELD_MP || OOTII_SSMP SwordShieldPackDefinition.ExtendBasicWalkRunStrafe(rMotionController, rLayerIndex); #endif #if USE_SPELL_CASTING_MP || OOTII_SCMP SpellCastingPackDefinition.ExtendBasicWalkRunStrafe(rMotionController, rLayerIndex); #endif #if USE_SHOOTER_MP || OOTII_SHMP ShooterPackDefinition.ExtendBasicWalkRunStrafe(rMotionController, rLayerIndex); #endif // Run any post processing after creating the state machine OnStateMachineCreated(); }
public AnimatorState CreateBlendTreeInController(string name, out UnityEditor.Animations.BlendTree tree) { return(this.CreateBlendTreeInController(name, out tree, 0)); }
/// <summary> /// Creates the animator substate machine for this motion. /// </summary> protected override void CreateStateMachine() { // Grab the root sm for the layer UnityEditor.Animations.AnimatorStateMachine lRootStateMachine = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lSM_38592 = _EditorAnimatorController.layers[mMotionLayer.AnimatorLayerIndex].stateMachine; UnityEditor.Animations.AnimatorStateMachine lRootSubStateMachine = null; // If we find the sm with our name, remove it for (int i = 0; i < lRootStateMachine.stateMachines.Length; i++) { // Look for a sm with the matching name if (lRootStateMachine.stateMachines[i].stateMachine.name == _EditorAnimatorSMName) { lRootSubStateMachine = lRootStateMachine.stateMachines[i].stateMachine; // Allow the user to stop before we remove the sm if (!UnityEditor.EditorUtility.DisplayDialog("Motion Controller", _EditorAnimatorSMName + " already exists. Delete and recreate it?", "Yes", "No")) { return; } // Remove the sm //lRootStateMachine.RemoveStateMachine(lRootStateMachine.stateMachines[i].stateMachine); break; } } UnityEditor.Animations.AnimatorStateMachine lSM_38604 = lRootSubStateMachine; if (lSM_38604 != null) { for (int i = lSM_38604.entryTransitions.Length - 1; i >= 0; i--) { lSM_38604.RemoveEntryTransition(lSM_38604.entryTransitions[i]); } for (int i = lSM_38604.anyStateTransitions.Length - 1; i >= 0; i--) { lSM_38604.RemoveAnyStateTransition(lSM_38604.anyStateTransitions[i]); } for (int i = lSM_38604.states.Length - 1; i >= 0; i--) { lSM_38604.RemoveState(lSM_38604.states[i].state); } for (int i = lSM_38604.stateMachines.Length - 1; i >= 0; i--) { lSM_38604.RemoveStateMachine(lSM_38604.stateMachines[i].stateMachine); } } else { lSM_38604 = lSM_38592.AddStateMachine(_EditorAnimatorSMName, new Vector3(624, 264, 0)); } UnityEditor.Animations.AnimatorState lS_38960 = lSM_38604.AddState("Move Tree", new Vector3(192, 216, 0)); lS_38960.speed = 1f; UnityEditor.Animations.BlendTree lM_14838 = CreateBlendTree("Move Blend Tree", _EditorAnimatorController, mMotionLayer.AnimatorLayerIndex); lM_14838.blendType = UnityEditor.Animations.BlendTreeType.Simple1D; lM_14838.blendParameter = "InputMagnitude"; lM_14838.blendParameterY = "InputX"; #if !(UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3) lM_14838.useAutomaticThresholds = false; #endif lM_14838.AddChild(m17768, 0f); lM_14838.AddChild(m17768, 0.5f); lM_14838.AddChild(m16640, 1f); lS_38960.motion = lM_14838; UnityEditor.Animations.AnimatorState lS_39156 = lSM_38604.AddState("IdlePose", new Vector3(492, 216, 0)); lS_39156.speed = 1f; lS_39156.motion = m19780; // Create the transition from the any state. Note that 'AnyState' transitions have to be added to the root UnityEditor.Animations.AnimatorStateTransition lT_38780 = lRootStateMachine.AddAnyStateTransition(lS_38960); lT_38780.hasExitTime = false; lT_38780.hasFixedDuration = true; lT_38780.exitTime = 0.9f; lT_38780.duration = 0.2f; lT_38780.offset = 0f; lT_38780.mute = false; lT_38780.solo = false; lT_38780.canTransitionToSelf = false; lT_38780.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; lT_38780.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 32200f, "L0MotionPhase"); lT_38780.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 0f, "L0MotionParameter"); UnityEditor.Animations.AnimatorStateTransition lT_39166 = lS_38960.AddTransition(lS_39156); lT_39166.hasExitTime = false; lT_39166.hasFixedDuration = true; lT_39166.exitTime = 0.7383721f; lT_39166.duration = 0.15f; lT_39166.offset = 0f; lT_39166.mute = false; lT_39166.solo = false; lT_39166.canTransitionToSelf = true; lT_39166.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; lT_39166.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Equals, 32201f, "L0MotionPhase"); UnityEditor.Animations.AnimatorStateTransition lT_39190 = lS_39156.AddTransition(lS_38960); lT_39190.hasExitTime = false; lT_39190.hasFixedDuration = true; lT_39190.exitTime = 0f; lT_39190.duration = 0.1f; lT_39190.offset = 0f; lT_39190.mute = false; lT_39190.solo = false; lT_39190.canTransitionToSelf = true; lT_39190.interruptionSource = (UnityEditor.Animations.TransitionInterruptionSource) 0; lT_39190.AddCondition(UnityEditor.Animations.AnimatorConditionMode.Greater, 0.2f, "InputMagnitude"); }