Version: 2017.3

AnimatorOverrideController

class in UnityEngine

/

Hereda de:RuntimeAnimatorController

Cambiar al Manual

Descripción

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.

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.

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); } } }

Variables

overridesCountReturns the count of overrides.
runtimeAnimatorControllerThe 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.

Constructores

AnimatorOverrideControllerCreates an empty Animator Override Controller.

Funciones Públicas

ApplyOverridesApplies the list of overrides on this Animator Override Controller.
GetOverridesGets the list of Animation Clip overrides currently defined in this Animator Override Controller.

Miembros heredados

Variables

hideFlags¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario?
nameEl nombre del objeto.
animationClipsRecupera todos los AnimationClip utilizados por le controller.

Funciones Públicas

GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadHace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961