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August 29, 2015 14:14
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AnimatorをInactiveにしても状態を復帰させる
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using UnityEngine; | |
using System.Collections; | |
public class AnimatorParameter : ScriptableObject | |
{ | |
[SerializeField] | |
RuntimeAnimatorController animatorController; | |
public AnimatorParameterInfo[] parameterInfos; | |
[System.Serializable] | |
public struct AnimatorParameterInfo | |
{ | |
public ParameterType type; | |
public int hashName; | |
public string name; | |
public enum ParameterType | |
{ | |
NONE, | |
BOOL, | |
FLOAT, | |
INT, | |
TRIGGER | |
} | |
} | |
#if UNITY_EDITOR | |
[ContextMenu("Setup")] | |
void Setup() | |
{ | |
var controller = animatorController as UnityEditorInternal.AnimatorController; | |
parameterInfos = new AnimatorParameterInfo[controller.parameterCount]; | |
UnityEditor.AssetDatabase.RenameAsset(UnityEditor.AssetDatabase.GetAssetPath(this), animatorController.name); | |
name = animatorController.name; | |
for (int i=0; i<controller.parameterCount; i++) { | |
var param = controller.GetParameter (i); | |
parameterInfos [i].hashName = Animator.StringToHash (param.name); | |
parameterInfos[i].name = param.name; | |
if (param.type == UnityEditorInternal.AnimatorControllerParameterType.Bool) { | |
parameterInfos [i].type = AnimatorParameterInfo.ParameterType.BOOL; | |
} else if (param.type == UnityEditorInternal.AnimatorControllerParameterType.Float) { | |
parameterInfos [i].type = AnimatorParameterInfo.ParameterType.FLOAT; | |
} else if (param.type == UnityEditorInternal.AnimatorControllerParameterType.Int) { | |
parameterInfos [i].type = AnimatorParameterInfo.ParameterType.INT; | |
} else if (param.type == UnityEditorInternal.AnimatorControllerParameterType.Trigger) { | |
parameterInfos [i].type = AnimatorParameterInfo.ParameterType.TRIGGER; | |
} | |
} | |
UnityEditor.EditorUtility.SetDirty(this); | |
} | |
[UnityEditor.CustomEditor(typeof(AnimatorParameter)), UnityEditor.CanEditMultipleObjects] | |
class AnimatorParameterEditor : UnityEditor.Editor | |
{ | |
public override void OnInspectorGUI () | |
{ | |
base.OnInspectorGUI (); | |
UnityEditor.EditorGUILayout.Space(); | |
if( GUILayout.Button("Setup") ){ | |
foreach( var obj in targets ) | |
{ | |
var animparameter = obj as AnimatorParameter; | |
animparameter.Setup(); | |
} | |
} | |
} | |
} | |
#endif | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.Linq; | |
using System; | |
[DisallowMultipleComponent] | |
public class ResumeAnimator : MonoBehaviour | |
{ | |
[System.Serializable] | |
struct LayerInfo | |
{ | |
public int nameHash; | |
public float time; | |
} | |
private Animator anim; | |
private LayerInfo[] layerInfo = null; | |
private object[] parameters ; | |
[SerializeField] | |
AnimatorParameter parameter; | |
void Awake () | |
{ | |
anim = GetComponent<Animator> (); | |
layerInfo = new LayerInfo[anim.layerCount]; | |
for (int i=0; i<layerInfo.Length; i++) { | |
layerInfo [i] = new LayerInfo (); | |
} | |
} | |
void OnEnable () | |
{ | |
Restore (); | |
} | |
public void Restore () | |
{ | |
for (int currentLayerCount=0; currentLayerCount<anim.layerCount; currentLayerCount++) { | |
var layer = layerInfo [currentLayerCount]; | |
anim.Play (layer.nameHash, currentLayerCount, layer.time); | |
} | |
if (parameter == null || parameters == null) | |
return; | |
for (int i=0; i<parameter.parameterInfos.Length; i++) { | |
if( parameters[i] == null ) | |
continue; | |
var parameterInfo = parameter.parameterInfos [i]; | |
if (parameterInfo.type == AnimatorParameter.AnimatorParameterInfo.ParameterType.BOOL) { | |
anim.SetBool (parameterInfo.hashName, (bool)parameters [i]); | |
} else if (parameterInfo.type == AnimatorParameter.AnimatorParameterInfo.ParameterType.FLOAT) { | |
anim.SetFloat (parameterInfo.hashName, (float)parameters [i]); | |
} else if (parameterInfo.type == AnimatorParameter.AnimatorParameterInfo.ParameterType.INT) { | |
anim.SetInteger (parameterInfo.hashName, (int)parameters [i]); | |
} else if (parameterInfo.type == AnimatorParameter.AnimatorParameterInfo.ParameterType.TRIGGER) { | |
anim.SetBool (parameterInfo.hashName, (bool)parameters [i]); | |
} | |
} | |
} | |
public void Save () | |
{ | |
for (int currentLayerCount=0; currentLayerCount<anim.layerCount; currentLayerCount++) { | |
layerInfo [currentLayerCount].nameHash = anim.GetCurrentAnimatorStateInfo (currentLayerCount).nameHash; | |
layerInfo [currentLayerCount].time = anim.GetCurrentAnimatorStateInfo (currentLayerCount).normalizedTime; | |
} | |
if (parameter == null) | |
return; | |
if( parameters == null ) | |
parameters = new object[parameter.parameterInfos.Length]; | |
for (int i=0; i<parameter.parameterInfos.Length; i++) { | |
var parameterInfo = parameter.parameterInfos [i]; | |
if (parameterInfo.type == AnimatorParameter.AnimatorParameterInfo.ParameterType.BOOL) { | |
parameters [i] = anim.GetBool (parameterInfo.hashName); | |
} else if (parameterInfo.type == AnimatorParameter.AnimatorParameterInfo.ParameterType.FLOAT) { | |
parameters [i] = anim.GetFloat (parameterInfo.hashName); | |
} else if (parameterInfo.type == AnimatorParameter.AnimatorParameterInfo.ParameterType.INT) { | |
parameters [i] = anim.GetInteger (parameterInfo.hashName); | |
} else if (parameterInfo.type == AnimatorParameter.AnimatorParameterInfo.ParameterType.TRIGGER) { | |
parameters [i] = anim.GetBool (parameterInfo.hashName); | |
} | |
} | |
} | |
public static void RestoreAnimator (GameObject target) | |
{ | |
foreach (var resumeAnim in target.GetComponentsInChildren<ResumeAnimator>()) { | |
resumeAnim.Save (); | |
} | |
} | |
#if UNITY_EDITOR | |
public static void AddResumeAnimatorInChildren (GameObject obj) | |
{ | |
var components = obj.GetComponentsInChildren<Animator> (); | |
foreach (var item in components) { | |
ResumeAnimator resumeAnim = item.GetComponent<ResumeAnimator> (); | |
if (resumeAnim == null) | |
resumeAnim = item.gameObject.AddComponent<ResumeAnimator> (); | |
} | |
} | |
#endif | |
} |
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