Unity 动态加载Animator Event 事件

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();
        // 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() { }


    /// 
    /// 注销对应事件
    /// 
    void UnSubscription()
    {
        for (int i = 0; i < clips.Length; i++)
        {
            clips[i].events = default(AnimationEvent[]);
        }
    }
}


Unity 动态加载Animator Event 事件_第1张图片Unity 动态加载Animator Event 事件_第2张图片Unity 动态加载Animator Event 事件_第3张图片

 
  
 
  
 
  
 
 

你可能感兴趣的:(Unity3D,Unity_游戏技巧,Unity3D_动画系统)