class in UnityEngine
/
Inherits from:RuntimeAnimatorController
/
Implemented in:UnityEngine.AnimationModule
Interface to control Animator Override Controller.
Animator Override Controller is used to override Animation Clips from a controller to specialize animations for a given Avatar.
Swapping Animator.runtimeAnimatorController with an AnimatorOverrideController based on the same AnimatorController at runtime doesn't reset state machine's current state.
There are three ways to use the Animator Override Controller.
1. Create an Animator Override Controller in the Editor.
2. Change one Animation Clip per frame at runtime (Basic use case).
In this case the indexer operator AnimatorOverrideController.this[string] could be used, but be careful as each call will trigger a reallocation of the animator's clip bindings.
#pragma strict public class SwapWeapon extends MonoBehaviour { public var weaponAnimationClip: AnimationClip[]; protected var animator: Animator; protected var animatorOverrideController: AnimatorOverrideController; protected var weaponIndex: int; public function Start() { animator = GetComponent.<Animator>(); weaponIndex = 0; animatorOverrideController = new AnimatorOverrideController(animator.runtimeAnimatorController); animator.runtimeAnimatorController = animatorOverrideController; } public function Update() { if (Input.GetButtonDown("NextWeapon")) { weaponIndex = (weaponIndex + 1) % weaponAnimationClip.Length; animatorOverrideController["shot"] = weaponAnimationClip[weaponIndex]; } } }
using UnityEngine;
public class SwapWeapon : MonoBehaviour { public AnimationClip[] weaponAnimationClip;
protected Animator animator; protected AnimatorOverrideController animatorOverrideController;
protected int weaponIndex;
public void Start() { animator = GetComponent<Animator>(); weaponIndex = 0;
animatorOverrideController = new AnimatorOverrideController(animator.runtimeAnimatorController); animator.runtimeAnimatorController = animatorOverrideController; }
public void Update() { if (Input.GetButtonDown("NextWeapon")) { weaponIndex = (weaponIndex + 1) % weaponAnimationClip.Length; animatorOverrideController["shot"] = weaponAnimationClip[weaponIndex]; } } }
3. Changing many Animation Clips per frame at runtime (Advanced use case).
The AnimatorOverrideController.ApplyOverrides method is well suited for this case as it reduce the number of animator's clips bindings reallocation to only one per call.
no example available in JavaScript
using UnityEngine; using System.Collections.Generic;
public class AnimationClipOverrides : List<KeyValuePair<AnimationClip, AnimationClip>> { public AnimationClipOverrides(int capacity) : base(capacity) {}
public AnimationClip this[string name] { get { return this.Find(x => x.Key.name.Equals(name)).Value; } set { int index = this.FindIndex(x => x.Key.name.Equals(name)); if (index != -1) this[index] = new KeyValuePair<AnimationClip, AnimationClip>(this[index].Key, value); } } }
public class Weapon { public AnimationClip singleAttack; public AnimationClip comboAttack; public AnimationClip dashAttack; public AnimationClip smashAttack; }
public class SwapWeapon : MonoBehaviour { public Weapon[] weapons;
protected Animator animator; protected AnimatorOverrideController animatorOverrideController;
protected int weaponIndex;
protected AnimationClipOverrides clipOverrides; public void Start() { animator = GetComponent<Animator>(); weaponIndex = 0;
animatorOverrideController = new AnimatorOverrideController(animator.runtimeAnimatorController); animator.runtimeAnimatorController = animatorOverrideController;
clipOverrides = new AnimationClipOverrides(animatorOverrideController.overridesCount); animatorOverrideController.GetOverrides(clipOverrides); }
public void Update() { if (Input.GetButtonDown("NextWeapon")) { weaponIndex = (weaponIndex + 1) % weapons.Length; clipOverrides["SingleAttack"] = weapons[weaponIndex].singleAttack; clipOverrides["ComboAttack"] = weapons[weaponIndex].comboAttack; clipOverrides["DashAttack"] = weapons[weaponIndex].dashAttack; clipOverrides["SmashAttack"] = weapons[weaponIndex].smashAttack; animatorOverrideController.ApplyOverrides(clipOverrides); } } }
overridesCount | Returns the count of overrides. |
runtimeAnimatorController | The Runtime Animator Controller that the Animator Override Controller overrides. |
this[string] | Returns either the overriding Animation Clip if set or the original Animation Clip named name. |
AnimatorOverrideController | Creates an empty Animator Override Controller. |
ApplyOverrides | Applies the list of overrides on this Animator Override Controller. |
GetOverrides | Gets the list of Animation Clip overrides currently defined in this Animator Override Controller. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
animationClips | Retrieves all AnimationClip used by the controller. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |