- Unity5.x 动画系统
- ● 自定义编辑器
- ● 自定义编辑器
Unity5.x 动画系统

首先,我们发现的是3个默认的状态,这些状态是Unity自动帮我们创建的同时也无法删除:
Entry:表示当进入当前状态机时的入口,该状态连接的状态会成为进入状态机后的第一个状态;Any State:表示任意的状态,其作用是其指向的状态是在任意时刻都可以切换过去的状态;Exit:表示退出当前的状态机,如果有任意状态指向该出口,表示可以从指定状态退出当前的状态机;
● Has Exit Time

如果我们勾选了该项,在动画转换时会等待当前动画播放完毕才会转换到下一个动画,如果当前动画是循环动画会等待本次播放完毕时转换,所以对于需要立即转换动画的情况时记得要取消勾选。
还有一种情况时,当我当前的动画播放完毕后就自动转换到箭头所指的下一个状态(没有其他跳转条件),此时必须勾选该选项,否则动画播放完毕后就会卡在最后一帧,如果是循环动画就会一直循环播放。
新的BlendTreeDirect多个动作可以同时播放适用于做面部表情可以通过参数控制不同动作片段的权重
● 常用API(需要继承StateMachineBehaviour):


在新的动画系统中,连线变得简单明了,每增加一个动画,就像下面一样连起来就是了。至于脚本的编写,只需点击图中的任意一个动画状态,然后在Inspector面板中点击Add Behaviour,即可为该动画状态编写脚本。这里我建了一个int变量控制整个状态机的状态变换,在右边的5个退出条件中,全部取消掉Has Exit Time(退出时间改为用脚本控制)。
需要注意的是,不要在Awake中使用Animator.GetBehaviour。

using UnityEngine;using System.Collections;public class Idle : StateMachineBehaviour {override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){if (Input.GetKeyDown(KeyCode.H))animator.SetInteger("state", (int)CharacterState.Attack1);if ((Input.GetAxisRaw("Horizontal") != 0) || (Input.GetAxisRaw("Vertical") != 0))animator.SetInteger("state", (int)CharacterState.Run);}}
using UnityEngine;using System.Collections;public class Attack1 : StateMachineBehaviour {override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){if (Input.GetKeyDown(KeyCode.H) && (stateInfo.normalizedTime > 0.5f))animator.SetInteger("state", (int)CharacterState.Attack2);if(stateInfo.normalizedTime > 0.9f)animator.SetInteger("state", (int)CharacterState.Idle);}}
using UnityEngine;using System.Collections;public class Attack2 : StateMachineBehaviour {override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){if (Input.GetKeyDown(KeyCode.H) && (stateInfo.normalizedTime > 0.5f))animator.SetInteger("state", (int)CharacterState.Attack3);if (stateInfo.normalizedTime > 0.9f)animator.SetInteger("state", (int)CharacterState.Idle);}}
using UnityEngine;using System.Collections;public class Attack3 : StateMachineBehaviour {override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){if (stateInfo.normalizedTime > 0.7f)animator.SetInteger("state", (int)CharacterState.Idle);}}
using UnityEngine;using System.Collections;public class Run : StateMachineBehaviour {override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){if ((Input.GetAxisRaw("Horizontal") == 0) && (Input.GetAxisRaw("Vertical") == 0))animator.SetInteger("state", (int)CharacterState.Idle);}}
● 自定义编辑器
另外,可以用代码来创建AnimatorController。
using UnityEngine;using UnityEditor;using UnityEditor.Animations;public class CreateController : EditorWindow {[MenuItem("Window/CreateController")]static void Create(){// Creates the controllervar controller = AnimatorController.CreateAnimatorControllerAtPath ("Assets/StateMachineTransitions.controller");// Add parameterscontroller.AddParameter("TransitionNow", AnimatorControllerParameterType.Trigger);controller.AddParameter("Reset", AnimatorControllerParameterType.Trigger);controller.AddParameter("GotoB1", AnimatorControllerParameterType.Trigger);controller.AddParameter("GotoC", AnimatorControllerParameterType.Trigger);// Add StateMachinesvar rootStateMachine = controller.layers[0].stateMachine;var stateMachineA = rootStateMachine.AddStateMachine("smA");var stateMachineB = rootStateMachine.AddStateMachine("smB");var stateMachineC = stateMachineB.AddStateMachine("smC");// Add Statesvar stateA1 = stateMachineA.AddState("stateA1");var stateB1 = stateMachineB.AddState("stateB1");var stateB2 = stateMachineB.AddState("stateB2");stateMachineC.AddState("stateC1");var stateC2 = stateMachineC.AddState("stateC2"); // don’t add an entry transition, should entry to state by default// Add Transitionsvar exitTransition = stateA1.AddExitTransition();exitTransition.AddCondition(AnimatorConditionMode.If, 0, "TransitionNow");exitTransition.duration = 0;var resetTransition = stateMachineA.AddAnyStateTransition(stateA1);resetTransition.AddCondition(AnimatorConditionMode.If, 0, "Reset");resetTransition.duration = 0;var transitionB1 = stateMachineB.AddEntryTransition(stateB1);transitionB1.AddCondition(AnimatorConditionMode.If, 0, "GotoB1");stateMachineB.AddEntryTransition(stateB2);stateMachineC.defaultState = stateC2;var exitTransitionC2 = stateC2.AddExitTransition();exitTransitionC2.AddCondition(AnimatorConditionMode.If, 0, "TransitionNow");exitTransitionC2.duration = 0;var stateMachineTransition = rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineC);stateMachineTransition.AddCondition(AnimatorConditionMode.If, 0, "GotoC");rootStateMachine.AddStateMachineTransition(stateMachineA, stateMachineB);}}
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