代码添加动画控制器

 

代码添加动画控制器

 

 1 // Creates the controller

 2 var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath ("Assets/Mecanim/StateMachineTransitions.controller");

 3 

 4 // Add parameters

 5 controller.AddParameter(“TransitionNow”, UnityEditor.Animations.AnimatorControllerParameterType.Trigger);

 6 controller.AddParameter(“Reset”, UnityEditor.Animations.AnimatorControllerParameterType.Trigger);

 7 controller.AddParameter(“GotoB1″, UnityEditor.Animations.AnimatorControllerParameterType.Trigger);

 8 controller.AddParameter(“GotoC”, UnityEditor.Animations.AnimatorControllerParameterType.Trigger);

 9 

10 // Add StateMachines

11 var rootStateMachine = controller.layers[0].stateMachine;

12 var stateMachineA = rootStateMachine.AddStateMachine(“smA”);

13 var stateMachineB = rootStateMachine.AddStateMachine(“smB”);

14 var stateMachineC = stateMachineB.AddStateMachine(“smC”);

15 

16 // Add States

17 var stateA1 = stateMachineA.AddState(“stateA1″);

18 var stateB1 = stateMachineB.AddState(“stateB1″);

19 var stateB2 = stateMachineB.AddState(“stateB2″);

20 stateMachineC.AddState(“stateC1″);

21 var stateC2 = stateMachineC.AddState(“stateC2″); // don’t add an entry transition, should entry to state by default

22 

23 // Add Transitions

24 var exitTransition = stateA1.AddExitTransition();

25 exitTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “TransitionNow”);

26 exitTransition.duration = 0;

27 

28 var resetTransition = stateMachineA.AddAnyStateTransition(stateA1);

29 resetTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “Reset”);

30 resetTransition.duration = 0;

31 

32 var transitionB1 = stateMachineB.AddEntryTransition(stateB1);

33 transitionB1.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “GotoB1″);

34 stateMachineB.AddEntryTransition(stateB2);

35 stateMachineC.defaultState = stateC2;

36 var exitTransitionC2 = stateC2.AddExitTransition();

37 exitTransitionC2.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “TransitionNow”);

38 exitTransitionC2.duration = 0;

39 

40 var stateMachineTransition = rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineC);

41 stateMachineTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, “GotoC”);

42 rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineB);

 

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