Animator rebind function that also maintains some state
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| using System.Collections.Generic; | |
| using UnityEngine; | |
| public static class AnimatorExtensions | |
| { | |
| public static void RebindAndRetainState(this Animator anim) | |
| { | |
| List<AnimatorStateInfo> animStates = new List<AnimatorStateInfo>(); | |
| for (int i = 0; i < anim.layerCount; i++) | |
| { | |
| animStates.Add(anim.GetCurrentAnimatorStateInfo(i)); | |
| } | |
| List<AnimatorParameterInfo<bool>> animBoolParams = new List<AnimatorParameterInfo<bool>>(); | |
| List<AnimatorParameterInfo<float>> animFloatParams = new List<AnimatorParameterInfo<float>>(); | |
| List<AnimatorParameterInfo<int>> animIntParams = new List<AnimatorParameterInfo<int>>(); | |
| foreach (var param in anim.parameters) | |
| { | |
| switch (param.type) | |
| { | |
| case (AnimatorControllerParameterType.Bool): | |
| var boolParam = new AnimatorParameterInfo<bool>() | |
| { | |
| name = param.name, | |
| value = anim.GetBool(param.name) | |
| }; | |
| animBoolParams.Add(boolParam); | |
| break; | |
| case (AnimatorControllerParameterType.Float): | |
| var floatParam = new AnimatorParameterInfo<float>() | |
| { | |
| name = param.name, | |
| value = anim.GetFloat(param.name) | |
| }; | |
| animFloatParams.Add(floatParam); | |
| break; | |
| case (AnimatorControllerParameterType.Int): | |
| var intParam = new AnimatorParameterInfo<int>() | |
| { | |
| name = param.name, | |
| value = anim.GetInteger(param.name) | |
| }; | |
| animIntParams.Add(intParam); | |
| break; | |
| } | |
| } | |
| anim.Rebind(); | |
| for (int i = 0; i < anim.layerCount; i++) | |
| { | |
| anim.Play(animStates[i].fullPathHash, i, animStates[i].normalizedTime); | |
| //I've found .Play works better for me, but I think a CrossFade could work here too... | |
| //anim.CrossFade(animStates[i].fullPathHash, .2f, i, animStates[i].normalizedTime); | |
| } | |
| foreach (var param in animBoolParams) | |
| { | |
| anim.SetBool(param.name, param.value); | |
| } | |
| foreach (var param in animFloatParams) | |
| { | |
| anim.SetFloat(param.name, param.value); | |
| } | |
| foreach (var param in animIntParams) | |
| { | |
| anim.SetInteger(param.name, param.value); | |
| } | |
| } | |
| private struct AnimatorParameterInfo<T> | |
| { | |
| public string name; | |
| public T value; | |
| } | |
| } |
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Thanks, forked it with a save / restore mechanism
https://gist.github.com/builder-main/40b429fce73b60301c73977614389948