AddTransition() публичный Метод

public AddTransition ( UnityEditorInternal src, UnityEditorInternal dst ) : Transition
src UnityEditorInternal
dst UnityEditorInternal
Результат Transition
    static void DoCreateAnimationAssets()
    {
        DirectoryInfo raw          = new DirectoryInfo(ModelPath);
        string        appendString = "";

        foreach (DirectoryInfo dictory in raw.GetDirectories())
        {
            appendString += ":" + dictory.Name;
            State lastState = null;

            AnimatorController animatorController = AnimatorController.CreateAnimatorControllerAtPath(animationControllerPath + "/" + dictory.Name + ".controller");
            //得到它的Layer, 默认layer为base 你可以去拓展
            AnimatorControllerLayer layer     = animatorController.GetLayer(0);
            List <State>            stateList = new List <State>();
            foreach (FileInfo file in dictory.GetFiles())
            {
                //每个文件夹就是一组帧动画,这里把每个文件夹下的所有图片生成出一个动画文件
                //创建animationController文件,保存在Assets路径下

                if (file.Name.Contains("@") && !file.Name.Contains(".meta"))
                {
                    //把动画文件保存在我们创建的AnimationController中
                    string fbxPath = "Assets/Model/" + dictory.Name + "/" + file.Name;
//					Debug.Log (fbxPath);
                    lastState = AddStateTransition(fbxPath, layer, lastState);
                    stateList.Add(lastState);
                }
            }

            UnityEditorInternal.StateMachine sm = layer.stateMachine;
            sm.AddTransition(stateList[stateList.Count - 1], stateList[0]);

            BuildPrefab(dictory, animatorController);
        }

        Debug.Log(appendString + "===========");
        AppendString(appendString);
//		DrawPrefabToSceen ();
    }
    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);
    }