代码添加动画控制器

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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);
    

 

代码添加动画控制器


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