private void AddBehaviorState(UnityEditor.Animations.AnimatorStateMachine rootStateMachine, string nameIn) { var new_state = rootStateMachine.AddState(nameIn); new_state.AddStateMachineBehaviour <CreaturePackStateMachineBehavior>(); CreaturePackStateMachineBehavior cur_behavior = (CreaturePackStateMachineBehavior)new_state.behaviours[0]; cur_behavior.play_animation_name = nameIn; }
public void CreateStateMachine() { CreaturePackAsset pack_asset = (CreaturePackAsset)target; string create_name = "Assets/" + pack_asset.name + "_StateMachineTransitions.controller"; // Creates the controller var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(create_name); var rootStateMachine = controller.layers[0].stateMachine; // Add states var all_animations = pack_asset.GetCreaturePackLoader().animClipMap; foreach (string cur_name in all_animations.Keys) { var new_state = rootStateMachine.AddState(cur_name); new_state.AddStateMachineBehaviour <CreaturePackStateMachineBehavior>(); CreaturePackStateMachineBehavior cur_behavior = (CreaturePackStateMachineBehavior)new_state.behaviours[0]; cur_behavior.play_animation_name = cur_name; } }