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Unity 动态加载Animator Event 事件

2018-05-01  本文已影响31人  su9257_海澜

搬迁原来博客海澜CSDN

前一阵子频繁更改模型,总是手动添加动画事件 animator events一直比较麻烦,我就想能不能动态的生成对应的动画事件呢,然后找了一些资料,试了下感觉还不错,分享给大家,欢迎大家留言交流~需要注意的是修改后的动画事件重新动态加载后依然保留,猜测注册修改的是元数据,除非注销或者程序停止才能恢复。
using UnityEngine;  
using System.Collections;  
  
public class DynamicLoading_AninatorEvents_SZQ : MonoBehaviour  
{  
  
    private Animator m_Animator = null;  
    private RuntimeAnimatorController m_runtimeAnimatorController = null;  
    private AnimationClip[] clips = null;  
    void Start()  
    {  
        m_Animator = GetComponent<Animator>();  
        // 获取运行时运行时动画器控制器  
        m_runtimeAnimatorController = m_Animator.runtimeAnimatorController;  
        //获取含有的动画片段  
        clips = m_runtimeAnimatorController.animationClips;  
  
        //根据动画名称设置对应的事件  
        for (int i = 0; i < clips.Length; i++)  
        {  
            if (clips[i].events.Length == 0)  
                switch (clips[i].name)  
                {  
                    case "animator_0":  
                        {  
                            AnimationEvent m_animator_0_Start = new AnimationEvent();  
                            AnimationEvent m_animator_0_Running = new AnimationEvent();  
                            AnimationEvent m_animator_0_End = new AnimationEvent();  
  
                            //对应事件触发相应函数的名称  
                            m_animator_0_Start.functionName = "Animator_0_Start_Event";  
                            m_animator_0_Running.functionName = "Animator_0_Running_Event";  
                            m_animator_0_End.functionName = "Animator_0_End_Event";  
  
                            //设定对应事件在相应动画时间轴上的触发时间点  
                            m_animator_0_Start.time = 0;//对应动画开始处触发  
                            m_animator_0_Running.time = clips[i].length * 0.5f;//中间  
                            m_animator_0_End.time = clips[i].length;//结尾  
  
                            //把事件添加到时间轴上  
                            clips[i].AddEvent(m_animator_0_Start);  
                            clips[i].AddEvent(m_animator_0_Running);  
                            clips[i].AddEvent(m_animator_0_End);  
                        }  
                        break;  
                    case "animator_1":  
                        {  
                            AnimationEvent m_animator_1_Start = new AnimationEvent();  
                            AnimationEvent m_animator_1_Running = new AnimationEvent();  
                            AnimationEvent m_animator_1_End = new AnimationEvent();  
  
                            //对应事件触发相应函数的名称  
                            m_animator_1_Start.functionName = "Animator_1_Start_Event";  
                            m_animator_1_Running.functionName = "Animator_1_Running_Event";  
                            m_animator_1_End.functionName = "Animator_1_End_Event";  
  
                            //设定对应事件在相应动画时间轴上的触发时间点  
                            m_animator_1_Start.time = 0;//对应动画开始处触发  
                            m_animator_1_Running.time = clips[i].length * 0.5f;//中间  
                            m_animator_1_End.time = clips[i].length;//结尾  
  
                            //把事件添加到时间轴上  
                            clips[i].AddEvent(m_animator_1_Start);  
                            clips[i].AddEvent(m_animator_1_Running);  
                            clips[i].AddEvent(m_animator_1_End);  
                        }  
                        break;  
                }  
        }  
        //重新绑定动画器的所有动画的属性和网格数据。  
        m_Animator.Rebind();  
  
    }  
    void Animator_0_Start_Event() { }  
    void Animator_0_Running_Event() { }  
    void Animator_0_End_Event() { }  
  
    void Animator_1_Start_Event() { }  
    void Animator_1_Running_Event() { }  
    void Animator_1_End_Event() { }  
  
  
    /// <summary>  
    /// 注销对应事件  
    /// </summary>  
    void UnSubscription()  
    {  
        for (int i = 0; i < clips.Length; i++)  
        {  
            clips[i].events = default(AnimationEvent[]);  
        }  
    }  
}  
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