示例#1
0
        private static void CopyTransitionOfSubStateMachine(AnimatorStateMachine srcParentStateMachine, AnimatorStateMachine dstParentStateMachine,
                                                            AnimatorState[] srcStates, AnimatorState[] dstStates,
                                                            AnimatorStateMachine[] srcStateMachines, AnimatorStateMachine[] dstStateMachines)
        {
            // SubStateMachineからのTransitionを設定
            for (int i = 0; i < srcParentStateMachine.stateMachines.Length; i++)
            {
                var srcSubStateMachine = srcParentStateMachine.stateMachines[i].stateMachine;
                var dstSubStateMachine = dstParentStateMachine.stateMachines[i].stateMachine;

                foreach (var srcTransition in srcParentStateMachine.GetStateMachineTransitions(srcSubStateMachine))
                {
                    AnimatorTransition dstTransition;

                    if (srcTransition.isExit)
                    {
                        dstTransition = dstParentStateMachine.AddStateMachineExitTransition(dstSubStateMachine);
                    }
                    else if (srcTransition.destinationState != null)
                    {
                        var stateIndex = Array.IndexOf(srcStates, srcTransition.destinationState);
                        dstTransition = dstParentStateMachine.AddStateMachineTransition(dstSubStateMachine, dstStates[stateIndex]);
                    }
                    else if (srcTransition.destinationStateMachine != null)
                    {
                        var stateMachineIndex = Array.IndexOf(srcStateMachines, srcTransition.destinationStateMachine);
                        dstTransition = dstParentStateMachine.AddStateMachineTransition(dstSubStateMachine, dstStateMachines[stateMachineIndex]);
                    }
                    else
                    {
                        continue;
                    }

                    CopyTransitionParameters(srcTransition, dstTransition);
                }
            }
        }
        static void CreateController()
        {
            // Creates the controller
            AnimatorController controller = AnimatorController.CreateAnimatorControllerAtPath("Assets/Animations/Motion.controller");

            // Add Animation Clips
            AnimationClip clip = new AnimationClip();

            clip.frameRate = 24;
            AssetDatabase.CreateAsset(clip, "Assets/Animations/Motion.anim");
            AssetDatabase.SaveAssets();

            // Add parameters
            controller.AddParameter("TransitionNow", AnimatorControllerParameterType.Trigger);
            controller.AddParameter("Reset", AnimatorControllerParameterType.Trigger);
            controller.AddParameter("GotoB1", AnimatorControllerParameterType.Trigger);
            controller.AddParameter("GotoC", AnimatorControllerParameterType.Trigger);

            // Add StateMachines
            AnimatorStateMachine rootStateMachine = controller.layers[0].stateMachine;
            AnimatorStateMachine stateMachineA    = rootStateMachine.AddStateMachine("smA");
            AnimatorStateMachine stateMachineB    = rootStateMachine.AddStateMachine("smB");
            AnimatorStateMachine stateMachineC    = stateMachineB.AddStateMachine("smC");

            // Add Clip


            // Add States
            AnimatorState stateA1 = stateMachineA.AddState("stateA1");
            AnimatorState stateB1 = stateMachineB.AddState("stateB1");
            AnimatorState stateB2 = stateMachineB.AddState("stateB2");

            stateMachineC.AddState("stateC1");
            AnimatorState stateC2 = stateMachineC.AddState("stateC2"); // don’t add an entry transition, should entry to state by default

            // Add clip
            stateA1.motion = clip;

            // Add Transitions
            AnimatorStateTransition exitTransition = stateA1.AddExitTransition();

            exitTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow");
            exitTransition.duration = 0;

            AnimatorStateTransition resetTransition = rootStateMachine.AddAnyStateTransition(stateA1);

            resetTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "Reset");
            resetTransition.duration = 0;

            AnimatorTransition transitionB1 = stateMachineB.AddEntryTransition(stateB1);

            transitionB1.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoB1");
            stateMachineB.AddEntryTransition(stateB2);
            stateMachineC.defaultState = stateC2;
            AnimatorStateTransition exitTransitionC2 = stateC2.AddExitTransition();

            exitTransitionC2.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow");
            exitTransitionC2.duration = 0;

            AnimatorTransition stateMachineTransition = rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineC);

            stateMachineTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoC");
            rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineB);
        }