本篇文章实现了两个功能:①批量裁剪浮点数②去除多余关键帧
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class AnimationOptimize
{
static void AddFileList(List<string> filePaths, string path)
{
if (".anim" == Path.GetExtension(path))
{
filePaths.Add(path);
}
}
const string AnimationOptimizeTag = "Assets/Animation Tool/裁剪浮点数&&去除多余关键帧";
[MenuItem(AnimationOptimizeTag, false, 64)]
public static void Optimize()
{
string[] assetGUIDArray = Selection.assetGUIDs;
if (assetGUIDArray.Length > 0)
{
List<string> filePaths = new List<string>();
for (int i = 0; i < assetGUIDArray.Length; ++i)
{
string assetPath = AssetDatabase.GUIDToAssetPath(assetGUIDArray[i]);
if (Directory.Exists(assetPath))
{
string[] folder = new string[] { assetPath };
//将文件夹下所有资源作为选择资源
string[] paths = AssetDatabase.FindAssets(null, folder);
foreach (var p in paths)
{
string ppath = AssetDatabase.GUIDToAssetPath(p);
if (!Directory.Exists(ppath))
{
AddFileList(filePaths, ppath);
}
}
}
else
{
AddFileList(filePaths, assetPath);
}
}
var count = 0;
EditorUtility.DisplayProgressBar("3.Set Anim ", "3.Set Anim ...", 0);
foreach (string path in filePaths)
{
count++;
EditorUtility.DisplayProgressBar("3.Set Anim " + "(" + count + "/" + filePaths.Count + ")", path, count / (float)filePaths.Count);
AnimationClip anim = AssetDatabase.LoadAssetAtPath<AnimationClip>(path);
Optimize(anim);
AssetDatabase.ImportAsset(path);
}
AssetDatabase.SaveAssets();
EditorUtility.ClearProgressBar();
}
}
static void _OptmizeAnimationFloat(AnimationClip _clip)
{
if (_clip != null)
{
AnimationClipCurveData[] curves = null;
curves = AnimationUtility.GetAllCurves(_clip);
Keyframe key;
Keyframe[] keyFrames;
string floatFormat = "f3";//浮点数精度压缩到f3
if (curves != null && curves.Length > 0)
{
for (int ii = 0; ii < curves.Length; ++ii)
{
AnimationClipCurveData curveDate = curves[ii];
if (curveDate.curve == null || curveDate.curve.keys == null)
{
//Debug.LogWarning(string.Format("AnimationClipCurveData {0} don't have curve; Animation name {1} ", curveDate, animationPath));
continue;
}
keyFrames = curveDate.curve.keys;
for (int i = 0; i < keyFrames.Length; i++)
{
key = keyFrames[i];
key.value = float.Parse(key.value.ToString(floatFormat));
key.inTangent = float.Parse(key.inTangent.ToString(floatFormat));
key.outTangent = float.Parse(key.outTangent.ToString(floatFormat));
keyFrames[i] = key;
}
curveDate.curve.keys = keyFrames;
_clip.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve);
}
}
}
}
private static void _OptmizeAnimationReduceKeyFrame(AnimationClip _clip)
{
if (_clip != null)
{
List<int> delIndexList = new List<int>();
foreach (EditorCurveBinding theCurveBinding in AnimationUtility.GetCurveBindings(_clip))
{
AnimationCurve animation = AnimationUtility.GetEditorCurve(_clip, theCurveBinding);
for (int i = 1; i < animation.keys.Length - 1; i++)
{
if (animation.keys[i - 1].value == animation.keys[i].value && animation.keys[i].value == animation.keys[i + 1].value)
{
delIndexList.Add(i);
}
}
for (int i = delIndexList.Count - 1; i >= 0 ; i--)
{
animation.RemoveKey(delIndexList[i]);
}
delIndexList.Clear();
AnimationUtility.SetEditorCurve(_clip, theCurveBinding, animation);
}
}
}
static void Optimize( AnimationClip _clip)
{
_OptmizeAnimationReduceKeyFrame(_clip);
_OptmizeAnimationFloat(_clip);
}
}