Unity 编辑器下控制播放Animator

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      在Unity编辑器的Scene视图进行控制播放Animator,可以借助方法StartPlayback、StopPlayback、StartRecording和StopRecording,具体可以参照以下例子:

创建一个带Controller的Animator对象,可以看到此时人物呈现T型姿势。附上新脚本EditAnimator,此为空脚本,如下:

using UnityEngine;

public  class EditAnimator : MonoBehaviour 
{
}

创建一个这个脚本的编辑器类 EditAnimatorInspector,代码如下:

using UnityEditor;
using UnityEngine;

[CustomEditor( typeof(EditAnimator))]
public  class EditAnimatorInspector : Editor
{
     /// <summary>
     /// 滑动杆的当前时间
     /// </summary>
     private  float m_CurTime;
    
     /// <summary>
     /// 是否已经烘培过
     /// </summary>
     private  bool m_HasBake;
    
     /// <summary>
     /// 当前是否是预览播放状态
     /// </summary>
     private  bool m_Playing;

     /// <summary>
     /// 当前运行时间
     /// </summary>
     private  float m_RunningTime;
    
     /// <summary>
     /// 上一次系统时间
     /// </summary>
     private  double m_PreviousTime;
    
     /// <summary>
     /// 总的记录时间
     /// </summary>
     private  float m_RecorderStopTime;

     /// <summary>
     /// 滑动杆总长度
     /// </summary>
     private  const  float kDuration = 30f;

     private Animator m_Animator;

     private EditAnimator editAnimator { get {  return target  as EditAnimator; } }

     private Animator animator
    {
        get {  return m_Animator ?? (m_Animator = editAnimator.GetComponent<Animator>()); }
    }

     void OnEnable()
    {
        m_PreviousTime = EditorApplication.timeSinceStartup;
        EditorApplication.update += inspectorUpdate;
    }

     void OnDisable()
    {
        EditorApplication.update -= inspectorUpdate;
    }

     public  override  void OnInspectorGUI()
    {
        EditorGUILayout.BeginHorizontal();
         if (GUILayout.Button( "Bake"))
        {
            m_HasBake =  false;
            bake();
        }
         if (GUILayout.Button( "Play"))
        {
            play();
        }
         if (GUILayout.Button( "Stop"))
        {
            stop();
        }
        EditorGUILayout.EndHorizontal();
        m_CurTime = EditorGUILayout.Slider( "Time:", m_CurTime, 0f, kDuration);
        manualUpdate();
    }

     /// <summary>
     /// 烘培记录动画数据
     /// </summary>
     private  void bake()
    {
         if (m_HasBake)
        {
             return;
        }

         if (Application.isPlaying || animator ==  null)
        {
             return;
        }

         const  float frameRate = 30f;
         const  int frameCount = ( int)((kDuration * frameRate) +  2);
        animator.Rebind();
        animator.StopPlayback();
        animator.recorderStartTime =  0;

         // 开始记录指定的帧数
        animator.StartRecording(frameCount);

         for (var i =  0; i < frameCount -  1; i++)
        {
             // 这里可以在指定的时间触发新的动画状态
             if (i ==  200)
            {
                animator.SetTrigger( "Dance");
            }

             // 记录每一帧
            animator.Update( 1.0f / frameRate);
        }
         // 完成记录
        animator.StopRecording();

         // 开启回放模式
        animator.StartPlayback();
        m_HasBake =  true;
        m_RecorderStopTime = animator.recorderStopTime;
    }

     /// <summary>
     /// 进行预览播放
     /// </summary>
     private  void play()
    {
         if (Application.isPlaying || animator ==  null)
        {
             return;
        }

        bake();
        m_RunningTime = 0f;
        m_Playing =  true;
    }

     /// <summary>
     /// 停止预览播放
     /// </summary>
     private  void stop()
    {
         if (Application.isPlaying || animator ==  null)
        {
             return;
        }

        m_Playing =  false;
        m_CurTime = 0f;
    }

     /// <summary>
     /// 预览播放状态下的更新
     /// </summary>
     private  void update()
    {
         if (Application.isPlaying || animator ==  null)
        {
             return;
        }

         if (m_RunningTime > m_RecorderStopTime)
        {
            m_Playing =  false;
             return;
        }

         // 设置回放的时间位置
        animator.playbackTime = m_RunningTime;
        animator.Update( 0);
        m_CurTime = m_RunningTime;
    }

     /// <summary>
     /// 非预览播放状态下,通过滑杆来播放当前动画帧
     /// </summary>
     private  void manualUpdate()
    {
         if (animator && !m_Playing && m_HasBake && m_CurTime < m_RecorderStopTime)
        {
            animator.playbackTime = m_CurTime;
            animator.Update( 0);
        }
    }

     private  void inspectorUpdate()
    {
        var delta = EditorApplication.timeSinceStartup - m_PreviousTime;
        m_PreviousTime = EditorApplication.timeSinceStartup;

         if (!Application.isPlaying && m_Playing)
        {
            m_RunningTime = Mathf.Clamp(m_RunningTime + ( float)delta, 0f, kDuration);
            update();
        }
    }
}

检视器效果如下:

点击"Bake",可以看到此时人物姿势变成了动画状态的第一帧,如下所示:

拖动滑杆,即可播放当前时间的那一帧,如下所示:

点击"Play",即可以自动播放整个动画,如下所示: