public void CreateAnimation(ImportedAnimation anim, string basePath, string masterName, AnimationTargetObjectType targetType) { AnimationClip clip; // attempt to ignore characters in master name after _ character string newName = masterName.Split('_')[0]; ///NOTE - DDobyns experiment to fix animation naming issues ///string fileName = basePath + "/" + masterName + "_" + anim.name + ".anim"; // original behavior is this line //string fileName = basePath + "/" + newName + "_" + anim.name + ".anim"; // DDobyns original fix is this line string fileName = basePath + "/" + anim.name + ".anim"; // DDobyns Feb 26 2020 fix is this line // this results in naming animations with the Action and Angle only. e.g., Character_run45 will save a clip named run45 bool isLooping = anim.isLooping; // check if animation file already exists clip = AssetDatabase.LoadAssetAtPath <AnimationClip>(fileName); if (clip != null) { // get previous animation settings targetType = PreviousImportSettings.GetAnimationTargetFromExistingClip(clip); } else { clip = new AnimationClip(); AssetDatabase.CreateAsset(clip, fileName); } // change loop settings if (isLooping) { clip.wrapMode = WrapMode.Loop; clip.SetLoop(true); } else { clip.wrapMode = WrapMode.Clamp; clip.SetLoop(false); } ObjectReferenceKeyframe[] keyFrames = new ObjectReferenceKeyframe[anim.Count + 1]; // one more than sprites because we repeat the last sprite for (int i = 0; i < anim.Count; i++) { ObjectReferenceKeyframe keyFrame = new ObjectReferenceKeyframe { time = anim.GetKeyFrameTime(i) }; Sprite sprite = anim.frames[i].sprite; keyFrame.value = sprite; keyFrames[i] = keyFrame; } // repeating the last frame at a point "just before the end" so the animation gets its correct length ObjectReferenceKeyframe lastKeyFrame = new ObjectReferenceKeyframe { time = anim.GetLastKeyFrameTime(clip.frameRate) }; Sprite lastSprite = anim.frames[anim.Count - 1].sprite; lastKeyFrame.value = lastSprite; keyFrames[anim.Count] = lastKeyFrame; // save curve into clip, either for SpriteRenderer, Image, or both if (targetType == AnimationTargetObjectType.SpriteRenderer) { AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, keyFrames); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, null); } else if (targetType == AnimationTargetObjectType.Image) { AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, null); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, keyFrames); } else if (targetType == AnimationTargetObjectType.SpriteRendererAndImage) { AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, keyFrames); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, keyFrames); } EditorUtility.SetDirty(clip); anim.animationClip = clip; }
public void CreateAnimation(ImportedAnimation anim, string basePath, string masterName, AnimationTargetObjectType targetType) { AnimationClip clip; string fileName = basePath + "/" + masterName + "_" + anim.name + ".anim"; bool isLooping = anim.isLooping; // check if animation file already exists clip = AssetDatabase.LoadAssetAtPath <AnimationClip>(fileName); if (clip != null) { // get previous animation settings targetType = PreviousImportSettings.GetAnimationTargetFromExistingClip(clip); isLooping = clip.isLooping; } else { clip = new AnimationClip(); AssetDatabase.CreateAsset(clip, fileName); } // change loop settings if (isLooping) { clip.wrapMode = WrapMode.Loop; clip.SetLoop(true); } else { clip.wrapMode = WrapMode.Clamp; clip.SetLoop(false); } ObjectReferenceKeyframe[] keyFrames = new ObjectReferenceKeyframe[anim.Count + 1]; // one more than sprites because we repeat the last sprite for (int i = 0; i < anim.Count; i++) { ObjectReferenceKeyframe keyFrame = new ObjectReferenceKeyframe { time = anim.GetKeyFrameTime(i) }; Sprite sprite = anim.frames[i].sprite; keyFrame.value = sprite; keyFrames[i] = keyFrame; } // repeating the last frame at a point "just before the end" so the animation gets its correct length ObjectReferenceKeyframe lastKeyFrame = new ObjectReferenceKeyframe { time = anim.GetLastKeyFrameTime(clip.frameRate) }; Sprite lastSprite = anim.frames[anim.Count - 1].sprite; lastKeyFrame.value = lastSprite; keyFrames[anim.Count] = lastKeyFrame; // save curve into clip, either for SpriteRenderer, Image, or both if (targetType == AnimationTargetObjectType.SpriteRenderer) { AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, keyFrames); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, null); } else if (targetType == AnimationTargetObjectType.Image) { AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, null); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, keyFrames); } else if (targetType == AnimationTargetObjectType.SpriteRendererAndImage) { AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, keyFrames); AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, keyFrames); } EditorUtility.SetDirty(clip); anim.animationClip = clip; }