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@anatawa12
Created December 10, 2023 13:57
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SetEmptyAnimationToNone
/*
* SetEmptyAnimationToNone
* TODO: Description
* https://gist.github.com/anatawa12/2a6e0a3607e35d57a4b0ff54fa437c14
*
* Click `Tools/anatawa12 gists/SetEmptyAnimationToNone` to open this window.
*
* MIT License
*
* Copyright (c) 2023 anatawa12
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#if UNITY_EDITOR && (!ANATAWA12_GISTS_VPM_PACKAGE || GIST_2a6e0a3607e35d57a4b0ff54fa437c14)
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using Object = UnityEngine.Object;
namespace anatawa12.gists
{
internal class SetEmptyAnimationToNone : EditorWindow
{
private const string GIST_NAME = "SetEmptyAnimationToNone";
[MenuItem("Tools/anatawa12 gists/" + GIST_NAME)]
static void Create() => GetWindow<SetEmptyAnimationToNone>(GIST_NAME);
private AnimatorController controller;
private AnimationClip emptyClip;
private void OnGUI()
{
controller =
EditorGUILayout.ObjectField("Animator Controller", controller, typeof(AnimatorController), false) as
AnimatorController;
emptyClip =
EditorGUILayout.ObjectField("Empty Clip", emptyClip, typeof(AnimationClip), false) as AnimationClip;
if (controller && emptyClip && GUILayout.Button("Set Empty Clip to None"))
{
foreach (var layer in controller.layers)
{
WalkStateMachineState(layer.stateMachine, state =>
{
if (!state.motion)
{
state.motion = emptyClip;
EditorUtility.SetDirty(state);
}
});
if (0 < layer.syncedLayerIndex && layer.syncedLayerIndex < controller.layers.Length)
{
WalkStateMachineState(controller.layers[layer.syncedLayerIndex].stateMachine, state =>
{
if (!layer.GetOverrideMotion(state))
{
layer.SetOverrideMotion(state, emptyClip);
EditorUtility.SetDirty(state);
}
});
}
}
}
}
private void WalkStateMachineState(AnimatorStateMachine stateMachine, Action<AnimatorState> onState)
{
if (stateMachine)
return;
foreach (var animatorState in stateMachine.states)
onState(animatorState.state);
foreach (var childStateMachine in stateMachine.stateMachines)
WalkStateMachineState(childStateMachine.stateMachine, onState);
}
}
}
#endif
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