Last active
January 22, 2017 17:24
-
-
Save muzudho/77c26e12cd3489ac24e17220ed58292d to your computer and use it in GitHub Desktop.
UnityEditorを使って2D格闘(2D Fighting game)作るときのモーション遷移図作成の半自動化に挑戦しよう<その1> ref: http://qiita.com/muzudho1/items/9c50b8b894e3cf4c90da
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; // 追加 | |
public class Banana1 : MonoBehaviour { | |
[MenuItem("Bye bye Earth!/Rocket1/Space2/Moon3")] | |
static void GoToTheMoon() | |
{ | |
Debug.Log("Moon is great!"); | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
[MenuItem("Bye bye Earth!/Rocket1/Space2/Moon3")] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// (1)コントローラー(ファイル)を作る☆ | |
var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath("Assets/Mecanim/StateMachineTransitions.controller"); | |
// (2)[parameters] に4つ追加する。 | |
controller.AddParameter("TransitionNow", AnimatorControllerParameterType.Trigger); | |
controller.AddParameter("Reset", AnimatorControllerParameterType.Trigger); | |
controller.AddParameter("GotoB1", AnimatorControllerParameterType.Trigger); | |
controller.AddParameter("GotoC", AnimatorControllerParameterType.Trigger); | |
// (3)ステートマシン(六角形のやつ)を3つ追加する。 | |
var rootStateMachine = controller.layers[0].stateMachine; | |
var smA = rootStateMachine.AddStateMachine("smA"); // stateMachineA | |
var smB = rootStateMachine.AddStateMachine("smB"); // stateMachineB | |
var smC = smB.AddStateMachine("smC"); // stateMachineC |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// (4)ステート(長方形のやつ)を5つ追加する。 | |
var stateA1 = smA.AddState("stateA1"); // (5)(6) | |
var stateB1 = smB.AddState("stateB1"); // (7) | |
var stateB2 = smB.AddState("stateB2"); // (7) | |
smC.AddState("stateC1"); // (8) | |
var stateC2 = smC.AddState("stateC2"); // (8) don’t add an entry transition, should entry to state by default |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// 以下、トランジション(白い矢印の線)を追加する。 | |
// (5)stateA1 から Exit へのトランジション | |
var exitTransition = stateA1.AddExitTransition(); // stateA1 は Exit につなげる。 | |
exitTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow"); // 条件にトリガーを追加する | |
exitTransition.duration = 0; // duration は 0 に。 | |
// (6)(これは分からない) stateA1 と Any State がつながっていないようだが? | |
var resetTransition = smA.AddAnyStateTransition(stateA1); | |
resetTransition.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "Reset"); | |
resetTransition.duration = 0; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// (7)stateB1 は Entry につなげる。 | |
var transitionB1 = smB.AddEntryTransition(stateB1); | |
transitionB1.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "GotoB1"); // 条件にトリガーを追加する。 | |
// (8)stateB2 も Entry につなげる。 | |
smB.AddEntryTransition(stateB2); | |
// (9)stateC2 は Entry につなげる方法ではなく、デフォルトとして設定する。 | |
smC.defaultState = stateC2; | |
// (10)stateC2 は Exit につなげる。 | |
var exitTransitionC2 = stateC2.AddExitTransition(); | |
exitTransitionC2.AddCondition(UnityEditor.Animations.AnimatorConditionMode.If, 0, "TransitionNow"); // 条件にトリガーを追加する。 | |
exitTransitionC2.duration = 0; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment