Unity3D 自动添加Fbx Animation Event

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
public class Test {

    [MenuItem("Assets/生成动作帧事件")]
    public static void GenerAnimationEvent1()
    {
        List<AnimationEvent> eventGroup = new List<AnimationEvent>();
        AnimationEvent hit = new AnimationEvent();
        hit.time = 0.0f;
        hit.functionName = "hit";
        hit.messageOptions = SendMessageOptions.DontRequireReceiver;
        eventGroup.Add(hit);

        AnimationEvent pr = new AnimationEvent();
        pr.time = 0.3f;
        pr.functionName = "pr";
        eventGroup.Add(pr);

        GenerAnimationEvent(eventGroup.ToArray());
    }
    private static void GenerAnimationEvent(AnimationEvent[] eventGroup)
    {
        UnityEngine.Object[] selObjs = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets);
        if (selObjs == null || selObjs.Length == 0)
        {
            Debug.LogError("请选择需要添加帧事件的动画!");
            return;
        }
        foreach (UnityEngine.Object obj in selObjs)
        {
            if (obj.GetType() != typeof(GameObject))
                continue;
            GameObject fbx = (GameObject)obj;
            string fbxPath = AssetDatabase.GetAssetPath(fbx);
            UnityEngine.Object[] assets = AssetDatabase.LoadAllAssetsAtPath(fbxPath);
            foreach (UnityEngine.Object objGo in assets)
            {
                if (objGo.GetType() != typeof(AnimationClip))
                    continue;
                if (objGo.name.Contains("Take 0"))
                    continue;
                Debug.Log(objGo.name);
                AnimationClip clipGo = (AnimationClip)objGo;

                AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clipGo);
                if (events.Length != 0)
                {
                    Debug.Log(fbx.name + "/" + clipGo.name + "已有帧事件");
                    foreach (AnimationEvent eventGo in events)
                        Debug.Log(string.Format("functionName: {0}, time: {1}", eventGo.functionName, eventGo.time));
                    continue;
                }
                
                ModelImporter modelImporter = AssetImporter.GetAtPath(
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