static AnimatorController BuildAnimationController(List<AnimationClip> clips, string directoryName, string name)
{
AnimatorController animatorController = AnimatorController.CreateAnimatorControllerAtPath(directoryName + "/" + name + ".controller");
AnimatorControllerLayer layer = animatorController.layers[0];
AnimatorStateMachine asm = layer.stateMachine;
foreach (AnimationClip newClip in clips)
{
AnimatorState animatorState = asm.AddState(newClip.name);
animatorState.motion = newClip;
animatorState.name = newClip.name.Replace(name,"");
//如果状态为Idle则设置为默认状态
if(animatorState.name == "Idle"){
asm.defaultState = animatorState;
}
AnimatorStateTransition trans = asm.AddAnyStateTransition(animatorState);
//添加参数
if(animatorState.name == "Idle" || animatorState.name == "Move" ){
animatorState.speed = 0.5f;
animatorController.AddParameter(animatorState.name, AnimatorControllerParameterType.Bool);
trans.hasExitTime = false;
}else{
animatorController.AddParameter(animatorState.name, AnimatorControllerParameterType.Trigger);
trans.hasExitTime = true;
}
}
AssetDatabase.SaveAssets();
return animatorController;
}
{
AnimatorController animatorController = AnimatorController.CreateAnimatorControllerAtPath(directoryName + "/" + name + ".controller");
AnimatorControllerLayer layer = animatorController.layers[0];
AnimatorStateMachine asm = layer.stateMachine;
foreach (AnimationClip newClip in clips)
{
AnimatorState animatorState = asm.AddState(newClip.name);
animatorState.motion = newClip;
animatorState.name = newClip.name.Replace(name,"");
//如果状态为Idle则设置为默认状态
if(animatorState.name == "Idle"){
asm.defaultState = animatorState;
}
AnimatorStateTransition trans = asm.AddAnyStateTransition(animatorState);
//添加参数
if(animatorState.name == "Idle" || animatorState.name == "Move" ){
animatorState.speed = 0.5f;
animatorController.AddParameter(animatorState.name, AnimatorControllerParameterType.Bool);
trans.hasExitTime = false;
}else{
animatorController.AddParameter(animatorState.name, AnimatorControllerParameterType.Trigger);
trans.hasExitTime = true;
}
}
AssetDatabase.SaveAssets();
return animatorController;
}