AddState() публичный Метод

public AddState ( string stateName ) : UnityEditorInternal.State
stateName string
Результат UnityEditorInternal.State
Пример #1
0
    static AnimatorController BuildAnimationController(List <AnimationClip> clips, string name)
    {
        AnimatorController      animatorController = AnimatorController.CreateAnimatorControllerAtPath(AnimationControllerPath + "/" + name + ".controller");
        AnimatorControllerLayer layer = animatorController.GetLayer(0);

        UnityEditorInternal.StateMachine sm = layer.stateMachine;
        foreach (AnimationClip newClip in clips)
        {
            State state = sm.AddState(newClip.name);
            state.SetAnimationClip(newClip, layer);
            Transition trans = sm.AddAnyStateTransition(state);
            trans.RemoveCondition(0);
        }
        AssetDatabase.SaveAssets();
        return(animatorController);
    }
    private static State AddStateTransition(string path, AnimatorControllerLayer layer, State lastState)
    {
        UnityEditorInternal.StateMachine sm = layer.stateMachine;
        //根据动画文件读取它的AnimationClip对象
        AnimationClip newClip = AssetDatabase.LoadAssetAtPath(path, typeof(AnimationClip)) as AnimationClip;

        AnimationUtility.SetAnimationType(newClip, ModelImporterAnimationType.Generic);
        //取出动画名子 添加到state里面
        State state = sm.AddState(newClip.name);

        state.SetAnimationClip(newClip, layer);
        //把state添加在layer里面
        if (lastState == null)
        {
//			sm.AddAnyStateTransition (state);
        }
        else
        {
            sm.AddTransition(lastState, state);
        }

        return(state);
    }