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(); }
private static void DrawAddStateButtons(AnimationPlayer animationPlayer, PersistedInt selectedState, AnimationPlayerEditor editor, AnimationLayer layer) { if (GUILayout.Button("Single Clip", buttonWidth)) { EditorUtilities.RecordUndo(animationPlayer, "Add state to animation player"); layer.states.Add(SingleClip.Create(GetUniqueStateName(SingleClip.DefaultName, layer.states))); selectedState.SetTo(layer.states.Count - 1); editor.MarkDirty(); } if (GUILayout.Button("Play Random Clip", buttonWidth)) { EditorUtilities.RecordUndo(animationPlayer, "Add random state to animation player"); layer.states.Add(PlayRandomClip.Create(GetUniqueStateName(PlayRandomClip.DefaultName, layer.states))); selectedState.SetTo(layer.states.Count - 1); editor.MarkDirty(); } if (GUILayout.Button("Sequence", buttonWidth)) { EditorUtilities.RecordUndo(animationPlayer, "Add sequence to animation player"); layer.states.Add(Sequence.Create(GetUniqueStateName(Sequence.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(); } }