示例: 一个兼容新旧动画系统的适配器类
如果动画剪辑是用Unity5.0之前版本创建的,需要去掉Legacy勾选项,如果需要循环播放就勾上Loop Time
Legacy设为true,则新动画系统无法替换动画剪辑
动画控制器示例
Animator窗口
让非loop动画播放完后指向一个空状态,否则播放完后无法通过播放API继续播放此剪辑
Project窗口
可以点击这个+号添加更多剪辑
示例代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 适配不同版本动画系统
/// 注意: 新版动画系统无法向控制器中新增剪辑,只能替换剪辑
/// </summary>
public class AnimateAdapter
{
//是否为旧动画系统
private bool legacy = true;
//旧动画系统组件
private Animation animation = null;
//新动画系统组件
private Animator animator = null;
//当前animator的控制器(使用GetAnimatorOverrideController()代替直接访问)
private AnimatorOverrideController _animatorOverrideController = null;
private AnimatorOverrideController GetAnimatorOverrideController() {
if (this.animator == null)
return null;
if (this.animator.runtimeAnimatorController is AnimatorOverrideController) {
_animatorOverrideController = this.animator.runtimeAnimatorController as AnimatorOverrideController;
}else{
if (_animatorOverrideController == null)
_animatorOverrideController = new AnimatorOverrideController();
_animatorOverrideController.runtimeAnimatorController = this.animator.runtimeAnimatorController;
}
return _animatorOverrideController;
}
public void AttachRoot(GameObject go)
{
if (go == null)
return;
animator = go.GetComponent<Animator>();
if (animator != null) {
animator.cullingMode = AnimatorCullingMode.AlwaysAnimate;
}else{
animation = go.GetComponent<Animation>();
if (animation != null) {
animation.playAutomatically = true;
animation.cullingType = AnimationCullingType.AlwaysAnimate;
}
}
legacy = (animation != null);
}
//暂停播放
public bool enabled {
get {
bool b = false;
if (legacy) {
if (this.animation != null)
b = this.animation.enabled;
}else{
if (this.animator != null)
b = this.animator.enabled;
}
return false;
}
set {
if (legacy) {
if (this.animation != null) {
this.animation.enabled = value;
}
}else{
if (this.animator != null) {
//enabled=false相当于暂停
this.animator.enabled = value;
}
}
}
}
//停止播放
public void Stop()
{
if (legacy) {
if (this.animation != null)
this.animation.Stop();
}else{
if (this.animator != null)
this.animator.enabled = false;
}
}
//判断是否存在某个剪辑动画
public bool HasClip(string name)
{
bool b = false;
if (legacy) {
b = (this.animation != null && this.animation[name] != null);
}else{
AnimatorOverrideController ctrl = GetAnimatorOverrideController();
if (ctrl != null) {
b = ctrl[name] != null;
}
}
return b;
}
//获取剪辑
public AnimationClip GetClip(string name)
{
AnimationClip clip = null;
if (legacy) {
if (this.animation != null)
clip = this.animation.GetClip(name);
}else{
AnimatorOverrideController ctrl = GetAnimatorOverrideController();
if (ctrl != null) {
clip = ctrl[name];
}
}
return clip;
}
//是否正在播放
public bool IsPlaying(string name)
{
bool b = false;
if (legacy) {
if (this.animation != null) {
b = this.animation.IsPlaying(name);
}
}else{
if (this.animator == null) {
return b;
}
if (!this.animator.enabled) {
return b;
}
AnimatorStateInfo state = this.animator.GetCurrentAnimatorStateInfo(0);//0: Base Layer
if (!state.IsName(name)) {
return b;
}
AnimationClip clip = GetClip(name);
if (clip == null) {
return b;
}
if (clip.isLooping) {
b = true;
}else{
//判断已播放时长是否小于剪辑的总时长
b = state.normalizedTime <= state.length;
}
}
return b;
}
//覆盖原来的动画控制器
public void SetOverrideController(AnimatorOverrideController overrideController)
{
if (legacy || this.animator == null)
return;
//注意: 这里分情况处理
AnimatorOverrideController ctrl = this.animator.runtimeAnimatorController as AnimatorOverrideController;
if (ctrl != null) {
ctrl.runtimeAnimatorController = null;
ctrl.runtimeAnimatorController = overrideController.runtimeAnimatorController;
}else{
this.animator.runtimeAnimatorController = null;
this.animator.runtimeAnimatorController = overrideController;
}
Resources.UnloadUnusedAssets();
}
//替换动画剪辑
public void ReplaceAnimationClip(List<KeyValuePair<string, AnimationClip>> list)
{
if (list == null || list.Count == 0)
return;
KeyValuePair<string, AnimationClip> kv;
if (legacy) {
if (this.animation == null)
return;
for(int i=0; i<list.Count; i++) {
kv = list[i];
if (string.IsNullOrEmpty(kv.Key) || kv.Value == null)
continue;
this.animation.AddClip(kv.Value, kv.Key);
}
}else{
AnimatorOverrideController overrideController = new AnimatorOverrideController();
for(int i=0; i<list.Count; i++) {
kv = list[i];
if (string.IsNullOrEmpty(kv.Key) || kv.Value == null)
continue;
//不支持传统动画剪辑,需要美术去掉勾选项.
if (kv.Value.legacy) {
Debug.LogWarningFormat("detected legacy clip({0})", kv.Value.name);
kv.Value.legacy = false;
}
overrideController[kv.Key] = kv.Value;
}
SetOverrideController(overrideController);
}
}
//播放动画
public AnimationState PlayAni(string aniname, int layer = 0, WrapMode wrapMode = WrapMode.Once, float fadeIn = 0F, float speed = 1F)
{
AnimationState state = null;
if (legacy) {
if (this.animation == null)
return state;
state = this.animation[aniname];
if (state != null) {
state.wrapMode = wrapMode;
state.speed = speed;
state.layer = layer;
this.animation.CrossFade(aniname, fadeIn, PlayMode.StopAll);
}
return state;
}else{
if (this.animator == null)
return state;
if (!this.animator.enabled)
this.animator.enabled = true;
AnimationClip clip = GetClip(aniname);
if (clip != null) {
clip.wrapMode = wrapMode;
}
this.animator.speed = speed;
this.animator.CrossFade(aniname, fadeIn, layer);
}
return state;
}
//播放动画
public void CrossFadeQueued(string aniname, WrapMode wrapMode, float fadeIn = 0F, float speed = 1f)
{
if (legacy) {
if (this.animation && this.animation[aniname]) {
this.animation[aniname].wrapMode = wrapMode;
this.animation[aniname].speed = speed;
this.animation.CrossFadeQueued(aniname, fadeIn);
}
}else{
//没CrossFadeQueued这类接口,直接以CrossFade()方式播放
PlayAni(aniname, 0, wrapMode, fadeIn, speed);
}
}
//是否存在动画组件
public bool HasAniComponent()
{
return (this.animation != null) || (this.animator != null);
}
public Animation GetAnimation()
{
return this.animation;
}
public Animator GetAnimator()
{
return this.animator;
}
public void Dispose()
{
animator = null;
animation = null;
if (_animatorOverrideController != null) {
if (_animatorOverrideController.runtimeAnimatorController != null) {
_animatorOverrideController.runtimeAnimatorController = null;
}
_animatorOverrideController = null;
}
Resources.UnloadUnusedAssets();
}
}