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脚本控制animation的事件

由于动作设计经常修改动作,所以每次改完都要再添加一次animation的事件,所以就直接写了个脚本,当然以后可以做成表格,然后用脚本从表格中读取,然后生成对应的animation事件。在Assets/Editor目录中放置代码,参考代码如下:

using UnityEngine;using System.Collections;using UnityEditor;public class AddEventsToAnimations : MonoBehaviour { [MenuItem("Assets/Demo2/Add animations events")]  //添加到editor的menu static void AddEvents() {         float t = 0.03333f;         int i = 0;         string attack01str = "Assets/My Project/Raw Data/Character/Hero/Anis/Attack01.anim";         const int nLen = 4;         AnimationEvent[] arr = new AnimationEvent[nLen];  //设置了3个点添加事件  int[] attack01time = new int[nLen-1]{10,25,40};//装载动画  AnimationClip attack01clip =  AssetDatabase.LoadMainAssetAtPath(attack01str) as AnimationClip;  if (attack01clip == null)  {   Debug.Log("attack 01 clip is null");   return;  }//添加事件  for (i = 0; i < attack01time.Length; i++)  {   AnimationEvent attack01 = new AnimationEvent();      attack01.functionName = "NotifyAttack1";      attack01.time = t * attack01time[i];   arr[i] = attack01;  }//这里是添加结束事件,看自己是不是需要了  AnimationEvent attack011 = new AnimationEvent();     attack011.functionName = "NotifyAttackEnd";     attack011.time = t * 70;  attack011.stringParameter = "Attack01";  arr[i] = attack011;  //用editor函数设置此动画的事件  AnimationUtility.SetAnimationEvents(attack01clip, arr); }

http://jiaowodouge.blog.163.com/blog/static/187245168201171142327625/