Наследование: UnityEngine.MonoBehaviour
Пример #1
0
    void SelfInit(FB.PosePlus.AniPlayer ani, string tag)
    {
        this.ani = ani;
        this.tag = tag;

        //if (GUILayout.Button("Update Clips"))
        //{
    }
Пример #2
0
    public static void Show(FB.PosePlus.AniPlayer ani, string tag)
    {
        // Get existing open window or if none, make a new one:
        //获取现有的打开窗口或如果没有,创建一个新的
        var window = EditorWindow.GetWindow <EditorWindow_AniPick>(true, "Window_AniPick", true);

        window.SelfInit(ani, tag);
    }
Пример #3
0
    void FillAniBoneInfo(Transform root, FB.PosePlus.AniPlayer controller, FB.PosePlus.AniClip ani)
    {
        string path = getPath(root, controller.transform);

        if (ani.boneinfo == null)
        {
            ani.boneinfo = new List <string>();
        }
        ani.boneinfo.Add(path);
        foreach (Transform t in root)
        {
            FillAniBoneInfo(t, controller, ani);
        }
    }
Пример #4
0
    public static void Show(FB.PosePlus.AniPlayer aniPlayer = null, AniClip clip = null, int curfunc = -1, int curframe = -1)
    {
        var window = EditorWindow.GetWindow <Window_StateBlockFuncs>(false, "Block详细编辑");

        window.Init();
        if (clip != null)
        {
            _clip    = Window_StateTable.aniPlayer.GetClip(Window_StateTable.selectBlock.playani);
            _subclip = clip.GetSubClip(Window_StateTable.selectBlock.playsubani);
            Debug.Log(Window_StateTable.selectBlock.playani);
        }
        else
        {
            _clip    = clip;
            _subclip = clip.GetSubClip(Window_StateTable.selectBlock.playsubani);
        }
        if (curframe >= 0)
        {
            selectFrame = curframe;
        }
        if (curfunc >= 0)
        {
            SelectSelectFunc(Window_StateTable.selectBlock.funcs[curfunc]);
        }
        else
        {
            SelectSelectFunc(null);
        }
        clip = Window_StateTable.aniPlayer.GetClip(Window_StateTable.selectBlock.playani);
        if (clip != null)
        {
            _subclip = clip.GetSubClip(Window_StateTable.selectBlock.playsubani);
        }
        if (curfunc >= 0 && curfunc <= Window_StateTable.selectBlock.funcs.Count - 1)
        {
            SelectSelectFunc(Window_StateTable.selectBlock.funcs[curfunc]);
        }
        if (aniPlayer != null)
        {
            _aniPlayer = aniPlayer;
        }


        pickfunc = null;
    }
Пример #5
0
        public Frame(AniClip clip, AniPlayer player, Frame last, int _fid, Transform root, IList <Transform> trans)
        {
            //Debug.LogWarning("bones=" + trans.Length);

            this.fid      = _fid;
            this.key      = true;
            this.boneinfo = clip.boneinfo;
            //bonesinfo = new PoseBoneMatrix[trans.Count];
            for (int i = 0; i < trans.Count; i++)
            {
                PoseBoneMatrix b = new PoseBoneMatrix();

                bonesinfo.Add(b);
                string bone  = this.boneinfo[i];
                var    tbone = player.getbone(bone);
                bonesinfo[i].Record(root, trans[i], tbone == null?Matrix4x4.identity:tbone.tpose, last == null ? null : last.bonesinfo[i]);
            }
        }
    public static void preAnimation(Animation animation)
    {
        GameObject curObj = animation.gameObject;

        FB.PosePlus.AniPlayer player = curObj.GetComponent <FB.PosePlus.AniPlayer>();
        if (player == null)
        {
            player = curObj.AddComponent <FB.PosePlus.AniPlayer>();
        }
        player.InitBone();

        List <AnimationClip> clips = new List <AnimationClip>();

        foreach (AnimationState state in animation)
        {
            clips.Add(state.clip);
        }
        foreach (var c in clips)
        {
            AddClip(c, c.frameRate, animation);
        }
    }
    public static void AddClip(AnimationClip clip, float fps, Animation ani)
    {
        FB.PosePlus.AniClip _clip = ScriptableObject.CreateInstance <FB.PosePlus.AniClip>();
        _clip.boneinfo = new List <string>();//也增加了每个动画中的boneinfo信息.

        //这里重新检查动画曲线,找出动画中涉及的Transform部分,更精确
        List <Transform> cdpath = new List <Transform>();
        var curveDatas          = AnimationUtility.GetCurveBindings(clip);

        FB.PosePlus.AniPlayer con = ani.GetComponent <FB.PosePlus.AniPlayer>();

        UpdateCdpath(ani, curveDatas, _clip, con, cdpath);

        string path = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(clip.GetInstanceID()));

        _clip.name   = clip.name;
        _clip.frames = new List <FB.PosePlus.Frame>();
        _clip.fps    = fps;
        _clip.loop   = clip.isLooping;
        float flen       = (clip.length * fps);
        int   framecount = (int)flen;

        if (flen - framecount > 0.0001)
        {
            framecount++;
        }

        for (int i = 0, l = clip.events.Length; i < l; i++)
        {
            var        aniEvent = clip.events[i];
            FrameEvent evt      = new FrameEvent();
            evt.name           = aniEvent.functionName;
            evt.position       = aniEvent.time;
            evt.intVariable    = aniEvent.intParameter;
            evt.floatVariable  = aniEvent.floatParameter;
            evt.stringVariable = aniEvent.stringParameter;

            _clip.events.Add(evt);
        }

        framecount += 1;
        FB.PosePlus.Frame last = null;
        for (int i = 0; i < framecount; i++)
        {
            ani[_clip.name].time    = (i * 1.0f / fps) / clip.length;
            ani[_clip.name].enabled = true;
            ani[_clip.name].weight  = 1;
            ani.Sample();
            ani[_clip.name].enabled = false;

            last = new FB.PosePlus.Frame(_clip, con, last, i, ani.transform, cdpath);
            _clip.frames.Add(last);
        }

        Dictionary <string, int> clipcache = new Dictionary <string, int>();

        if (con.clips != null)
        {
            for (int i = 0, l = con.clips.Count; i < l; i++)
            {
                if (con.clips[i])
                {
                    clipcache[con.clips[i].name] = i;
                    Debug.Log(con.clips[i].name);
                }
                else
                {
                    con.clips.RemoveAt(i);
                    i--;
                    l--;
                }
            }
        }

        con.clipcache = clipcache;

        string outpath = path + "/" + clip.name + ".FBAni.asset";

        FB.PosePlus.AniClip src = null;

        /*if (Pretreatment.AnimatorCache.ContainsKey(outpath))
         * {
         *  src = Pretreatment.AnimatorCache[outpath];
         * }
         * else
         * {
         *  AssetDatabase.CreateAsset(_clip, outpath);
         *  src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;
         *  Pretreatment.AnimatorCache[outpath] = src;
         * }*/
        AssetDatabase.CreateAsset(_clip, outpath);
        src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;
        Pretreatment.AnimatorCache[outpath] = src;

        con.AddAni(src);
    }
    public static void UpdateCdpath(Animation ani, EditorCurveBinding[] curveDatas, FB.PosePlus.AniClip _clip, FB.PosePlus.AniPlayer con, List <Transform> cdpath)
    {
        foreach (var dd in curveDatas)
        {
            Transform tran = ani.transform.Find(dd.path);
            if (tran == null)
            {
                Debug.LogWarning("trans not found:" + dd.path);
                //丢弃无法被找到的动画通道
            }
            else
            {
                if (cdpath.Contains(tran) == false)
                {
                    _clip.boneinfo.Add(tran.name);
                    cdpath.Add(tran);
                }
            }
        }

        foreach (var b in con.bones)
        {
            //if (b.bone.GetComponent<asbone>() != null)
            {
                //特别关注的骨骼
                if (_clip.boneinfo.Contains(b.bone.name) == false)
                {
                    _clip.boneinfo.Add(b.bone.name);
                    cdpath.Add(b.bone);
                }
            }
        }
        Debug.LogWarning("curve got path =" + cdpath.Count);
    }
Пример #9
0
    void CloneAni(AnimationClip clip, float fps)
    {
        var ani = target as Animator;

        //创建CleanData.Ani
        FB.PosePlus.AniClip _clip = ScriptableObject.CreateInstance <FB.PosePlus.AniClip>();
        _clip.boneinfo = new List <string>();//也增加了每个动画中的boneinfo信息.

        //这里重新检查动画曲线,找出动画中涉及的Transform部分,更精确
        List <Transform> cdpath = new List <Transform>();
        var curveDatas          = AnimationUtility.GetCurveBindings(clip);

        //AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(clip, true);
        foreach (var dd in curveDatas)
        {
            Transform tran = ani.transform.Find(dd.path);
            if (cdpath.Contains(tran) == false)
            {
                _clip.boneinfo.Add(dd.path);
                cdpath.Add(tran);
            }
        }
        Debug.LogWarning("curve got path =" + cdpath.Count);


        string path = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(clip.GetInstanceID()));

        _clip.name   = clip.name;
        _clip.frames = new List <FB.PosePlus.Frame>();
        _clip.fps    = fps;
        _clip.loop   = clip.isLooping;
        float flen       = (clip.length * fps);
        int   framecount = (int)flen;

        if (flen - framecount > 0.0001)
        {
            framecount++;
        }
        //if (framecount < 1) framecount = 1;

        framecount += 1;
        FB.PosePlus.Frame last = null;

        //ani.StartPlayback();
        //逐帧复制
        //ani.Play(_clip.name, 0, 0);
        for (int i = 0; i < framecount; i++)
        {
            ani.Play(_clip.name, 0, (i * 1.0f / fps) / clip.length);
            ani.Update(0);

            last = new FB.PosePlus.Frame(last, i, cdpath);
            _clip.frames.Add(last);
        }
        if (_clip.loop)
        {
            _clip.frames[0].LinkLoop(last);
        }
        Debug.Log("FrameCount." + framecount);

        FB.PosePlus.AniPlayer con = ani.GetComponent <FB.PosePlus.AniPlayer>();

        List <FB.PosePlus.AniClip> clips = null;

        if (con.clips != null)
        {
            clips = new List <FB.PosePlus.AniClip>(con.clips);
        }
        else
        {
            clips = new List <FB.PosePlus.AniClip>();
        }
        foreach (var c in clips)
        {
            if (c.name == _clip.name + ".FBAni")
            {
                clips.Remove(c);
                break;
            }
        }

        //ani.StopPlayback();
        string outpath = path + "/" + clip.name + ".FBAni.asset";

        AssetDatabase.CreateAsset(_clip, outpath);
        var src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;

        //设置clip

        //FB.CleanData.AniController con = ani.GetComponent<FB.CleanData.AniController>();

        clips.Add(src);
        con.clips = clips;
    }
Пример #10
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        if (con == null)
        {
            EditorApplication.update += this._OnUpdate;
        }

        con = target as FB.PosePlus.AniPlayer;

        if (con == null)
        {
            return;
        }
        if (con.Clips == null)
        {
            con.Clips = new List <FB.PosePlus.AniClip>();
        }


        GUILayout.BeginHorizontal();
        if (GUILayout.Button("向左"))
        {
            con.SetDir(-1);
        }

        GUILayout.Space(10);
        if (GUILayout.Button("向右"))

        {
            con.SetDir(1);
        }

        GUILayout.EndHorizontal();
        {
            foreach (var c in con.Clips)
            {
                if (c == null)
                {
                    continue;
                }
                GUILayout.BeginHorizontal();
                if (c.frames == null)
                {
                    continue;
                }
                GUILayout.Label(c.name + "(" + (c.loop ? "loop" : "") + c.frames.Count + ")");
                if (GUILayout.Button("play", GUILayout.Width(150)))
                {
                    con.Play(c.name);
                    //con.Play();
                    bPlay = true;
                    //return;
                    //CloneAni(c);
                }

                if (GUILayout.Button("cross 0.2", GUILayout.Width(150)))
                {
                    con.Play(c.name);

                    bPlay = true;
                }


                GUILayout.EndHorizontal();
                GUILayout.BeginHorizontal();
                GUILayout.Space(40);
                GUILayout.BeginVertical();
                foreach (var sub in c.subclips)
                {
                    GUILayout.BeginHorizontal();
                    GUILayout.Label(sub.name + (sub.loop ? "[Loop]" : "") + "(" + (sub.endframe - sub.startframe + 1) +
                                    ")");
                    if (GUILayout.Button("play", GUILayout.Width(100)))
                    {
                        con.Play(c.name, sub.name);
                        bPlay = true;
                    }

                    if (GUILayout.Button("cross 0.2", GUILayout.Width(100)))
                    {
                        con.Play(c.name, sub.name);

                        bPlay = true;
                    }

                    GUILayout.EndHorizontal();
                }

                GUILayout.EndVertical();
                GUILayout.EndHorizontal();
            }
        }
        {
            //动画控制
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("stopAni", GUILayout.Width(150)))
            {
                bPlay = false;
                //con.Stop();
            }

            if (GUILayout.Button("AddTime", GUILayout.Width(150)))
            {
                con._OnUpdate(0.04f);
            }

            GUILayout.EndHorizontal();
        }
        {
            if (GUILayout.Button("显示/隐藏Box"))
            {
                var ani = target as FB.PosePlus.AniPlayer;
                ani.isShowBoxLine = !ani.isShowBoxLine;

                var trans = con.transform.Find("_boxes");
                if (trans == null)
                {
                    Debug.LogError("没有找到_boxes");
                }
                foreach (Transform t in trans)
                {
                    var o = t.gameObject;

                    if (ani.isShowBoxLine)
                    {
                        if (!o.GetComponent <Collider_Vis>())
                        {
                            o.AddComponent <Collider_Vis>();
                        }
                        if (!o.GetComponent <LineRenderer>())
                        {
                            o.AddComponent <LineRenderer>();
                        }
                        if (!o.GetComponent <MeshRenderer>())
                        {
                            o.AddComponent <MeshRenderer>();
                        }
                        ani.SetBoxColor(o);

                        //o.GetComponent<Collider_Vis>().updateColl();
                    }
                    else
                    {
                        if (o.GetComponent <Collider_Vis>())
                        {
                            DestroyImmediate(o.GetComponent <Collider_Vis>());
                        }
                        if (o.GetComponent <LineRenderer>())
                        {
                            DestroyImmediate(o.GetComponent <LineRenderer>());
                        }
                        if (o.GetComponent <MeshRenderer>())
                        {
                            DestroyImmediate(o.GetComponent <MeshRenderer>());
                        }
                    }
                }

                var _trans = con.transform.Find("_dotes");
                if (trans == null)
                {
                    Debug.LogError("没有找到_dotes");
                }
                foreach (Transform t in _trans)
                {
                    var o = t.gameObject;

                    if (ani.isShowBoxLine)
                    {
/*                        if (!o.GetComponent<LineRenderer>())*/
                        o.GetComponent <LineRenderer>().enabled = true;
                    }
                    else
                    {
/*                        if (o.GetComponent<LineRenderer>())*/
                        o.GetComponent <LineRenderer>().enabled = false;
                    }
                }
            }

            if (GUILayout.Button("匹配所有动画的骨骼"))
            {
                var win = EditorWindow.GetWindow <EditorWindow_FBAniCheck>("动作检测");
                win.Show(target as AniPlayer);
            }

            GUI.color = Color.red;
            if (GUILayout.Button("寻找丢失动画"))
            {
                FindLoseAni();
            }

            GUI.color = GUI.contentColor;
        }
    }
Пример #11
0
        /// <summary>
        /// 1、人物控制器更新
        /// 2、里面控制这人物状态机的更新
        /// 3、摇杆更新
        /// </summary>
        /// <param name="delta"></param>
        public void OnUpdate(float delta)
        {
            if (fightFSM != null)
            {
                fightFSM.Update();
                if (Death)
                {
                    //怪物死亡之后,三秒钟销毁怪物
                    deathTimer += delta;
                    if (deathTimer >= 15f)
                    {
                        (battleField as BattleField).Cmd_Char_Death(idCare);
                        fightFSM  = null;
                        aniplayer = null;
                        graphchar = null;
                        logicchar = null;
                    }
                    return;
                }
            }
            else
            {
                return;  //死亡了直接return;
            }

            if (iLife > -1)
            {
                iLife--;
                if (iLife == -1)
                {
                    Death = true;
                }
            }
            timer += Time.deltaTime;
            if (hitcount > lastcount)
            {
                lastcount = hitcount;
                timer     = 0;
            }
            if (timer > intervaltime)
            {
                hitcount = lastcount = 0;
            }
            var ap = (battleField as BattleField).GetRealChar(idCare);

            if (ap == null)
            {
                return;
            }
            var cc = ap.transform.GetComponent <FB.FFSM.com_FightFSM>();

            cc.Hp = this.logicchar.GetParam("hp");
            //更新方向
            if (attackDir != aniplayer.dir)
            {
                attackDir = aniplayer.dir;
            }
            if (cc.Hp <= 0)
            {
                if (fightFSM.isCanDeath)
                {
                    Death = true;
                }
                else
                {
                    Debug.Log("该状态下不能死亡!");
                }
            }
            if (joy != null)
            {
                joy.SetCharDir(aniplayer.chardir);
                joy.Update();
            }
        }
Пример #12
0
    public override void OnInspectorGUI()
    {
        if (this.target == null)
        {
            return;
        }
        base.OnInspectorGUI();
        if (Application.isPlaying)
        {
            return;
        }

        EditorGUILayout.HelpBox("这里增加一个Inspector,用来检查动画和产生CleanData.Ani", MessageType.Info);

        //GUILayout.Label("1:" + this.serializedObject);
        //GUILayout.Label("2:" + this.target);
        //return;
        var ani = target as Animator;

        FB.PosePlus.AniPlayer con = ani.GetComponent <FB.PosePlus.AniPlayer>();

        if (con == null)
        {
            if (GUILayout.Button("添加CleanData.Ani组件"))
            {
                con         = ani.gameObject.AddComponent <FB.PosePlus.AniPlayer>();
                ani.enabled = false;
            }
        }
        else
        {
            GUILayout.Label("已经有CleanData.Ani");

            List <AnimationClip> clips = new List <AnimationClip>();
            //if (GUILayout.Button("Update Clips"))
            //{
            UnityEditor.Animations.AnimatorController cc = ani.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
            if (cc != null)
            {
                FindAllAniInControl(cc, clips);
                GUILayout.Label("拥有动画:" + clips.Count);

                if (GUILayout.Button("重新生成所有 FBAaniClip"))
                {//用最粗暴的方式清理
                    con.Clips = null;
                    foreach (var c in clips)
                    {
                        CloneAni(c, c.frameRate);
                    }

                    return;
                }
                //}
                foreach (var c in clips)
                {
                    if (c == null)
                    {
                        continue;
                    }
                    GUILayout.BeginHorizontal();
                    GUILayout.Label(c.name + "(" + c.length * c.frameRate + ")");
                    if (GUILayout.Button("Create FBAniClip", GUILayout.Width(150)))
                    {
                        CloneAni(c, c.frameRate);
                    }
                    //if (GUILayout.Button("clone fps=16", GUILayout.Width(150)))
                    //{
                    //    CloneAni(c, 16);
                    //}
                    GUILayout.EndHorizontal();
                    if (anipos.ContainsKey(c.name) == false)
                    {
                        anipos[c.name] = 0;
                    }
                    float v = anipos[c.name];
                    v = GUILayout.HorizontalSlider(v, 0, c.length);
                    if (v != anipos[c.name])
                    {
                        anipos[c.name] = v;
                        ani.Play(c.name, 0, v / c.length);
                        ani.updateMode = AnimatorUpdateMode.UnscaledTime;
                        ani.Update(0);
                    }
                }
            }
        }
    }
Пример #13
0
 void SelfInit(FB.PosePlus.AniPlayer ani, string tag)
 {
     this.ani = ani;
     this.tag = tag;
 }
Пример #14
0
    //从一个Animator中获取所有的Animation
    public static void CloneAni(UnityEngine.AnimationClip clip, float fps, Animator ani)
    {
        //创建CleanData.Ani
        FB.PosePlus.AniClip _clip = ScriptableObject.CreateInstance <FB.PosePlus.AniClip>();
        _clip.boneinfo = new List <string>();//也增加了每个动画中的boneinfo信息.

        //这里重新检查动画曲线,找出动画中涉及的Transform部分,更精确
        List <Transform> cdpath = new List <Transform>();
        var curveDatas          = AnimationUtility.GetCurveBindings(clip);

        //AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(clip, true);
        foreach (var dd in curveDatas)
        {
            Transform tran = ani.transform.Find(dd.path);
            if (tran == null)
            {
                Debug.LogWarning("trans not found:" + dd.path);
                //丢弃无法被找到的动画通道
            }
            else
            {
                if (cdpath.Contains(tran) == false)
                {
                    _clip.boneinfo.Add(tran.name);
                    cdpath.Add(tran);
                }
            }
        }
        FB.PosePlus.AniPlayer con = ani.gameObject.GetComponent <FB.PosePlus.AniPlayer>();
        foreach (var b in con.bones)
        {
            //if (b.bone.GetComponent<asbone>() != null)
            {
                //特别关注的骨骼
                if (_clip.boneinfo.Contains(b.bone.name) == false)
                {
                    _clip.boneinfo.Add(b.bone.name);
                    cdpath.Add(b.bone);
                }
            }
        }
        Debug.LogWarning("curve got path =" + cdpath.Count);

        string path = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(clip.GetInstanceID()));

        _clip.name   = clip.name;
        _clip.frames = new List <FB.PosePlus.Frame>();
        _clip.fps    = fps;
        _clip.loop   = clip.isLooping;

        float flen       = (clip.length * fps);
        int   framecount = (int)flen;

        if (flen - framecount > 0.0001)
        {
            framecount++;
        }
        //if (framecount < 1) framecount = 1;

        for (int i = 0, l = clip.events.Length; i < l; i++)
        {
            var        aniEvent = clip.events[i];
            FrameEvent evt      = new FrameEvent();
            evt.name           = aniEvent.functionName;
            evt.position       = aniEvent.time;
            evt.intVariable    = aniEvent.intParameter;
            evt.floatVariable  = aniEvent.floatParameter;
            evt.stringVariable = aniEvent.stringParameter;

            _clip.events.Add(evt);
        }

        framecount += 1;
        FB.PosePlus.Frame last = null;

        //ani.StartPlayback();
        //逐帧复制
        //ani.Play(_clip.name, 0, 0);
        for (int i = 0; i < framecount; i++)
        {
            ani.Play(mapClip2State[_clip.name], 0, (i * 1.0f / fps) / clip.length);
            ani.Update(0);
            last = new FB.PosePlus.Frame(_clip, con, last, i, ani.transform, cdpath);

            _clip.frames.Add(last);
        }

        //特殊处理:写文件后,clips中的内容会丢失
        //这里用clipcache保存clips的内容
        //Debug.Log(con.clips[0].name);
        Dictionary <string, int> clipcache = new Dictionary <string, int>();

        if (con.clips != null)
        {
            for (int i = 0; i < con.clips.Count; i++)
            {
                if (con.clips[i])
                {
                    clipcache[con.clips[i].name] = i;
                }
                else
                {
                    con.clips.RemoveAt(i);
                }
            }
        }
        con.clipcache = clipcache;


        string outpath = PathHelper.CheckFileName(path + "/" + ani.gameObject.name + "_" + clip.name + ".FBAni.asset");

        /*FB.PosePlus.AniClip src = null;
         * if (Pretreatment.AnimatorCache.ContainsKey(outpath))
         * {
         *  src = Pretreatment.AnimatorCache[outpath];
         * }
         * else
         * {
         *  AssetDatabase.CreateAsset(_clip, outpath);
         *  src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;
         *  Pretreatment.AnimatorCache[outpath] = src;
         * }*/
        AssetDatabase.CreateAsset(_clip, outpath);
        var src = AssetDatabase.LoadAssetAtPath(outpath, typeof(FB.PosePlus.AniClip)) as FB.PosePlus.AniClip;

        Pretreatment.AnimatorCache[outpath] = src;
        src.clipName = PathHelper.CheckFileName(clip.name);

        con.AddAni(src);
    }