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November 5, 2020 15:11
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【Unity】Animatorのステートを自動取得してモーションを確認できるUIパネル(Editor only)
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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
#if UNITY_EDITOR | |
using UnityEditor.Animations; | |
#endif | |
/// <summary> | |
/// Mecanimモーション確認用のUIパネル | |
/// </summary> | |
public class MecanimCheckPanel : MonoBehaviour | |
{ | |
/// <summary> | |
/// ターゲットのアニメーター | |
/// </summary> | |
[SerializeField] | |
private Animator _animator = null; | |
/// <summary> | |
/// レイヤー切り替えドロップダウン | |
/// </summary> | |
[SerializeField] | |
private Dropdown _layerDropdown = null; | |
/// <summary> | |
/// ステート切り替えドロップダウン | |
/// </summary> | |
[SerializeField] | |
private Dropdown _stateDropdown = null; | |
/// <summary> | |
/// モーション移行時間 | |
/// </summary> | |
[SerializeField] | |
private float _crossFadeDuration = 0.2f; | |
private Dictionary<string, List<string>> _layerStatesTable = new Dictionary<string, List<string>>(); | |
private void Awake() | |
{ | |
#if UNITY_EDITOR | |
// AnimatorControllerのデータ収集 | |
var layerNameList = new List<string>(); | |
var controller = _animator.runtimeAnimatorController as AnimatorController; | |
foreach (var layer in controller.layers) | |
{ | |
layerNameList.Add(layer.name); | |
var stateNameList = new List<string>(); | |
foreach (var child in layer.stateMachine.states) | |
{ | |
stateNameList.Add(child.state.name); | |
} | |
_layerStatesTable.Add(layer.name, stateNameList); | |
} | |
// Dropdownの設定 | |
_layerDropdown.ClearOptions(); | |
_stateDropdown.ClearOptions(); | |
_layerDropdown.AddOptions(layerNameList); | |
_layerDropdown.onValueChanged.AddListener(x => RefreshStateDropdown(_layerDropdown.options[x].text)); | |
_stateDropdown.onValueChanged.AddListener(x => | |
{ | |
ChangeMotion(_layerDropdown.options[_layerDropdown.value].text, _stateDropdown.options[x].text); | |
}); | |
#else | |
// Editor only | |
Destroy(gameObject); | |
#endif | |
} | |
private void Start() | |
{ | |
_layerDropdown.onValueChanged.Invoke(0); | |
} | |
/// <summary> | |
/// ステートのドロップダウンを更新 | |
/// </summary> | |
/// <param name="layer">レイヤー名</param> | |
private void RefreshStateDropdown(string layer) | |
{ | |
_stateDropdown.ClearOptions(); | |
_stateDropdown.AddOptions(_layerStatesTable[layer]); | |
_stateDropdown.onValueChanged.Invoke(0); | |
} | |
/// <summary> | |
/// モーションを変更する | |
/// </summary> | |
/// <param name="layerName">レイヤー名</param> | |
/// <param name="stateName">目標ステート名</param> | |
private void ChangeMotion(string layerName, string stateName) | |
{ | |
var layer = _animator.GetLayerIndex(layerName); | |
_animator.CrossFadeInFixedTime(stateName, _crossFadeDuration, layer); | |
} | |
} |
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Qiita: https://qiita.com/neusstudio/items/64fef4a9dd6d6a620681