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Last active August 7, 2018 13:53
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Unity3D: Sync the Animation window to an Animator without requiring hierarchy selection (4.6.x)
using System;
using System.Reflection;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
/// <summary>
/// Class to synchronize the view of the Animator window without requiring hierarchy selection
/// </summary>
class SyncAnimationControllerTool
{
/// <summary>
/// Synchronizes the view of the Animator window with an Animator from a GameObject, without
/// requiring selection in the hierarchy, or switching out of the Game view.
/// </summary>
/// <param name="go">Parent game object of Animator</param>
static public void Sync(GameObject go)
{
// Get the anim control tool type, then the window
if (animCtrlToolType == null)
{
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
Assembly editorGraphAssembly = Array.Find<Assembly>(assemblies, a => a.GetName().Name == "UnityEditor.Graphs");
Module editorGraphModule = editorGraphAssembly.GetModule("UnityEditor.Graphs.dll");
Type[] types = editorGraphModule.GetTypes();
animCtrlToolType = Array.Find<Type>(types, t => t.FullName == "UnityEditor.Graphs.AnimatorControllerTool");
animatorController = animCtrlToolType.GetProperty("animatorController");
resetLayerExpansionArray = animCtrlToolType.GetMethod("ResetLayerExpansionArray", BindingFlags.NonPublic | BindingFlags.Instance);
previewObject = animCtrlToolType.GetField("m_PreviewObject", BindingFlags.NonPublic | BindingFlags.Instance);
}
// Don't open a new window if it's not already open
UnityEngine.Object[] windows = Resources.FindObjectsOfTypeAll(animCtrlToolType);
if (windows.Length > 0)
{
// Set active AnimatorController
UnityEngine.Object animCtrlWnd = windows[0];
Animator animator = go.GetComponentInChildren<Animator>();
AnimatorController animCtrl = AnimatorController.GetEffectiveAnimatorController(animator);
object currentCtrl = pi.GetValue(animCtrlWnd, null);
if (currentCtrl != animCtrl)
{
previewObject.SetValue(animCtrlWnd, animator);
animatorController.SetValue(animCtrlWnd, animCtrl, null);
resetLayerExpansionArray.Invoke(animCtrlWnd, null);
}
}
}
static Type animCtrlToolType = null;
static PropertyInfo animatorController = null;
static MethodInfo resetLayerExpansionArray = null;
static FieldInfo previewObject = null;
}
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