目标:将一个动画片段分割成一帧一份文件。
查阅unity文档 通过AnimationUtility.GetCurveBindings(curClip) 返回当前储存在剪辑中的所有浮点曲线绑定.文档地址:(https://www.taikr.com/docs/UnityDocumentation_2019.1/ScriptReference/AnimationUtility.GetCurveBindings.html)
故收录所有帧信息
foreach (EditorCurveBinding binding in AnimationUtility.GetCurveBindings(curClip))
{
AnimationCurve curve = AnimationUtility.GetEditorCurve(curClip, binding);
}
由于收录的所有帧都是各个顶点各个时间点的信息,所以需要将所有的信息收录处理(按照帧时间点)
Dictionary<float, List<AnimationKeyInfo>> keyDic = new Dictionary<float, List<AnimationKeyInfo>>();
for (int i = 0; i < allKeyInfo.Count; i++)
{
if (keyDic.ContainsKey(allKeyInfo[i].time))
keyDic[allKeyInfo[i].time].Add(allKeyInfo[i]);
else
{
List<AnimationKeyInfo> list = new List<AnimationKeyInfo>
{
allKeyInfo[i]
};
keyDic.Add(allKeyInfo[i].time, list);
}
}
在新动画文件上添加已经处理好的帧信息,通过接口AnimationUtility.SetEditorCurve
Keyframe temp = new Keyframe(farmeItem.time, farmeItem.value, farmeItem.inTangent, farmeItem.outTangent, farmeItem.inWeight, farmeItem.outWeight);
Keyframe[] keyframes = new Keyframe[] { temp };
AnimationCurve newcurve = new AnimationCurve(keyframes);
AnimationUtility.SetEditorCurve(newClip, item.Value[i].curveBinding, newcurve);
组合起来代码如下
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
public class AnimationTranslate
{
[MenuItem("Assets/分割动画片段")]
public static void DoTranslate()
{
if (Selection.activeInstanceID < 0)
{
Debug.LogError("请选中需要解析的动画片段");
return;
}
string fullPath = AssetDatabase.GetAssetPath(Selection.activeInstanceID);
string name = Path.GetFileName(fullPath);
string path = fullPath.Replace(name, "");
string[] arr = name.Split('.');
if (arr[1] != "anim")
{
Debug.LogError("请选正确的动画文件类型!!");
return;
}
AnimationClip curClip = Selection.activeObject as AnimationClip;
List<AnimationKeyInfo> allKeyInfo = new List<AnimationKeyInfo>();
foreach (EditorCurveBinding binding in AnimationUtility.GetCurveBindings(curClip))
{
AnimationCurve curve = AnimationUtility.GetEditorCurve(curClip, binding);
for (int i = 0; i < curve.length; i++)
{
AnimationKeyInfo item = new AnimationKeyInfo
{
animationCurve = curve,
curveBinding = binding,
index = i,
value = curve[i].value,
time = curve[i].time
};
allKeyInfo.Add(item);
}
}
Dictionary<float, List<AnimationKeyInfo>> keyDic = new Dictionary<float, List<AnimationKeyInfo>>();
for (int i = 0; i < allKeyInfo.Count; i++)
{
if (keyDic.ContainsKey(allKeyInfo[i].time))
keyDic[allKeyInfo[i].time].Add(allKeyInfo[i]);
else
{
List<AnimationKeyInfo> list = new List<AnimationKeyInfo>
{
allKeyInfo[i]
};
keyDic.Add(allKeyInfo[i].time, list);
}
}
foreach (var item in keyDic)
{
AnimationClip newClip = new AnimationClip();
string filePath = $"{path}{arr[0]}";
if (!Directory.Exists(filePath)) Directory.CreateDirectory(filePath);
AssetDatabase.Refresh();
AssetDatabase.CreateAsset(newClip, $"{filePath}/{arr[0]}_{item.Key / curClip.length}%.anim");
for (int i = 0; i < item.Value.Count; i++)
{
var farmeItem = item.Value[i].animationCurve[item.Value[i].index];
Keyframe temp = new Keyframe(farmeItem.time, farmeItem.value, farmeItem.inTangent, farmeItem.outTangent, farmeItem.inWeight, farmeItem.outWeight);
Keyframe[] keyframes = new Keyframe[] { temp };
AnimationCurve newcurve = new AnimationCurve(keyframes);
AnimationUtility.SetEditorCurve(newClip, item.Value[i].curveBinding, newcurve);
}
}
}
}
public class AnimationKeyInfo
{
public AnimationCurve animationCurve;
public EditorCurveBinding curveBinding;
public int index;
public float time;
public float value;
}