Unity压缩Animation

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;

public class CreateAnimationsFolder : MonoBehaviour
{
    static void AnimCopy(string fbxPath, string parentPath, string name)
    {
        Object[] objs = AssetDatabase.LoadAllAssetsAtPath(fbxPath);

        string animationPath = "";

        AnimationClipSettings setting;

        AnimationClip srcClip;//源AnimationClip

        AnimationClip newClip;//新AnimationClip

        foreach (Object o in objs)
        {
            if (o.GetType() == typeof(AnimationClip) && !o.name.Contains("preview"))
            {
                srcClip = o as AnimationClip;

                newClip = new AnimationClip();

                newClip.name = srcClip.name;//设置新clip的名字

                if (!Directory.Exists(parentPath + @"/Animations/"))

                    Directory.CreateDirectory(parentPath + @"/Animations/");

                animationPath = parentPath + @"/Animations/" + newClip.name + ".anim";

                setting = AnimationUtility.GetAnimationClipSettings(srcClip);//获取AnimationClipSettings

                AnimationUtility.SetAnimationClipSettings(newClip, setting);//设置新clip的AnimationClipSettings

                newClip.frameRate = srcClip.frameRate;//设置新clip的帧率

                EditorCurveBinding[] curveBindings = AnimationUtility.GetCurveBindings(srcClip);//获取clip的curveBinds
                for (int i = 0; i < curveBindings.Length; i++)
                {
                    AnimationUtility.SetEditorCurve(newClip, curveBindings[i], AnimationUtility.GetEditorCurve(srcClip, curveBindings[i]));//设置新clip的curve
                }

                AnimationClipCurveData[] curves = new AnimationClipCurveData[curveBindings.Length];

                for (int index = 0; index < curves.Length; ++index)
                {
                    curves[index] = new AnimationClipCurveData(curveBindings[index]);
                    curves[index].curve = AnimationUtility.GetEditorCurve(newClip, curveBindings[index]);
                }

                foreach (AnimationClipCurveData curveDate in curves)
                {
                    var keyFrames = curveDate.curve.keys;
                    for (int i = 0; i < keyFrames.Length; i++)
                    {
                        var key = keyFrames[i];
                       // key.time = float.Parse(key.time.ToString("f4"));

                        key.value = float.Parse(key.value.ToString("f3"));
                        key.inTangent = float.Parse(key.inTangent.ToString("f3"));
                        key.outTangent = float.Parse(key.outTangent.ToString("f3"));
                        key.inWeight = float.Parse(key.inWeight.ToString("f3"));
                        key.outWeight = float.Parse(key.outWeight.ToString("f3"));


                        keyFrames[i] = key;
                    }
                    curveDate.curve.keys = keyFrames;
                    newClip.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve);
                }


                AssetDatabase.CreateAsset(newClip, animationPath); //AssetDatabase中的路径都是相对Asset的  如果指定路径已存在asset则会被删除,然后创建新的asset

                AssetDatabase.SaveAssets();//保存修改

                AssetDatabase.Refresh();

            }
        }
    }


    [MenuItem("CYL/CopyAnimationClip")]
    public static void AnimationClipsCopy()
    {
        Object[] go = Selection.objects;

        string Path = AssetDatabase.GetAssetPath(go[0]);

        string parentPath = getParentPathForAsset(Path);

        for (int i = 0; i < go.Length; i++)
        {
            string fbxPath = AssetDatabase.GetAssetPath(go[i]);

            // AnimCopy(fbxPath, parentPath, go[i].name.Split('@')[1]);
            AnimCopy(fbxPath, parentPath, go[i].name);

        }
    }

    /// <summary>
    /// 返回传入目录的父目录(相对于asset)
    /// </summary>
    /// <param name="assetPath"></param>
    /// <returns></returns>
    public static string getParentPathForAsset(string assetPath)
    {
        string[] pathName = assetPath.Split('/');
        string parentPath = "";

        if (pathName.Length < 2 || pathName[pathName.Length - 1] == "")
        {
            Debug.Log(assetPath + @"没有父目录!");
            return parentPath;
        }

        for (int i = 0; i < pathName.Length - 1; i++)
        {

            if (i != pathName.Length - 2)
                parentPath += pathName[i] + @"/";
            else
                parentPath += pathName[i];
        }

        return parentPath;
    }
}
 

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