void Update() { #region 中变形动画状态机 if (Selection.objects.Length == 1 && Selection.objects[0].GetType() == typeof(MeshAnimatorController) && _MeshAnimatorController != Selection.objects[0]) { _MeshAnimatorController = (MeshAnimatorController)Selection.objects[0]; _Selected = null; _SelectedLine = -1; _RecordMousePosition = false; Focus(); } #endregion }
static void Create() { //创建一个新的状态机 MeshAnimatorController meshAnimatorController = CreateInstance <MeshAnimatorController>(); meshAnimatorController._MeshAnimationVertexNumber = 0; meshAnimatorController._MeshAnimationAssets = new List <MeshAnimationAsset>(); meshAnimatorController._MeshAnimationAssetPosition = new List <Vector2>(); meshAnimatorController._MeshAnimationTransitions = new List <Vector2>(); meshAnimatorController._MeshAnimationTransitionType = new List <bool>(); meshAnimatorController._MeshAnimationTransitionName = new List <string>(); meshAnimatorController._HasExitTimes = new List <bool>(); //创建本地文件 string path = "Assets/New Mesh Animator Controller.asset"; AssetDatabase.CreateAsset(meshAnimatorController, path); }
public void OnEnable() { _MeshAnimatorController = (MeshAnimatorController)target; }