http://www.ufe3d.com/doku.php/mecanimcontrol

Mecanim Control

Your ultimate solution for Mecanim based games!

Mecanim Control is a coding tool made that allow for a wider variety of common methods used by the Animation
component
 with Mecanim (Humanoid/Generic) animations. It allows you to not only dynamically load any animation clip during runtime, but also tap into several methods currently missing in this magnificent system.

Mecanim
Control
 is a sub-tool of Universal
Fighting Engine
. It's source code is available entirely free in the Source
versions
 of UFE.


Overview

You can use MecanimControl much like you would use the animation component.

To play a simple animation use MecanimControl.Play

To cross-fade between animations use MecanimControl.CrossFade -or- one of the MecanimControl.Play alternatives.

To change how animations wrap (Loop, Once, PingPong) change the WrapMode of the respective AnimationClip in their import settings, or useMecanimControl.SetWrapMode to change it at runtime.
AnimationData can be used to modify the clip, playback speed, and direct control over blending.

MecanimControl also supports enumerators so you can loop through all AnimationData like this:

using UnityEngine;
using System.Collections;
 
public class AnimationControlDemo : MonoBehaviour {
 
private MecanimControl mecanimControl;
 
void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
}
 
void OnGUI(){
foreach(AnimationData animationData in mecanimControl.animations){
if (GUILayout.Button(animationData.clipName)){
mecanimControl.Play(animationData, mirror);
}
}
}
}

Public Variables

Index:


Default Animation

AnimationData defaultAnimation;

By default, if no order is given, the animator will play the animation stored in this AnimationData. If you don't assign an animation, Mecanim Control will instantiate the first animation listed on animations.

void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.defaultAnimationData.speed = .5f;
}

Animations

AnimationData[] animations;

Properties

AnimationClip clip - The AnimationClip file.

string clipName - Animation name.

float speed - Animation speed.

float transitionDuration - Blending Duration.

WrapMode wrapMode - The animation's default WrapMode.
bool applyRootMotion - If this and Override Root Motion is toggled this animation will toggle the Animator's Root
Motion

Description

This array contain all the AnimationData stored by either the UI or by using AddClip. Its then used to emulate a state machine under the Animator Controller.

void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
foreach(AnimationData animationData in mecanimControl.animations) {
animationData.speed = .5f;
}
}

Debug Mode

bool debugMode;

Toggles a GUI box containing all the information about the current clip playing as well as its blending weight.

void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.debugMode = true;
}

Always Play

bool alwaysPlay;

If an animation is set to WrapMode.Once and alwaysPlay is toggled on, after the clip ends it will immediately play the default animation.

void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.alwaysPlay = true;
}

Override Root Motion

bool overrideRootMotion;

If both applyRootMotion (under the animation element) and this variable is true, this animation will toggle the Animator's Root
Motion
.

void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.overrideRootMotion = true;
mecanimControl.animationData[0].applyRootMotion = true;
}

Default Transition Duration

float defaultTransitionDuration;

If an animation has its blending speed set to 0, it will use this value instead.

void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.defaultTransitionDuration = .2f;
}

Default Wrap Mode

float defaultWrapMode;

If an animation has its wrapmode set to default, it will use this value instead.

void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.defaultWrapMode = WrapMode.Once;
}

Public Functions

Index:


AddClip

void AddClip(AnimationClip clip, string name);

void AddClip(AnimationClip clip, string name, float speed, WrapMode wrapMode);

Parameters

clip - The AnimationClip file.

name - Animation name.

speed - Animation speed.

wrapMode - The animation's default WrapMode.

Description: Adds a clip to animations with the name newName.

using UnityEngine;
using System.Collections;
 
public class Example : MonoBehaviour {
public AnimationClip walkClip;
void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.AddClip(walkClip, "walk");
}
}

CrossFade

void CrossFade(string clipName, float blendingTime);

void CrossFade(string clipName, float blendingTime, float normalizedTime, bool mirror);

void CrossFade(AnimationData animationData, float blendingTime, float normalizedTime, bool mirror);

Parameters

clipName - Animation name.

animationData - The correspondent animation data.

blendingTime - The blending duration between the 2 animations.

normalizedTime - The timeline's position of the animation to be played (0-1)

mirror - Should the animation be mirrored?

Description: Fades the animation with name clipName in over a period of blendingTime seconds as it fades other animations out.

You can also set normalizedTime to set where, in its timeline, you want the animation to start (0-1) as well as toggle mirror.

using UnityEngine;
using System.Collections;
 
public class Example : MonoBehaviour {
public AnimationClip walkClip;
void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.CrossFade("walk", .2f);
}
}

GetAnimationData

AnimationData GetAnimationData(AnimationClip clip);

AnimationData GetAnimationData(string clipName);

Parameters

clip - Animation clip.

clipName - Clip name.

Description: Returns the AnimationData related to that animation name or clip.

using UnityEngine;
using System.Collections;
 
public class Example : MonoBehaviour {
public AnimationClip walkClip;
void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.AddClip(walkClip, "walk");
Debug("Animation Name:"+ mecanimControl.GetAnimationData(walkClip).clipName);
}
}

GetCurrentAnimationData

AnimationData GetCurrentAnimationData();

Description: Get the AnimationData currently running.

using UnityEngine;
using System.Collections;
 
public class Example : MonoBehaviour {
public AnimationClip walkClip;
void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
Debug("Animation Name:"+ mecanimControl.GetCurrentAnimationData().clipName);
}
}

GetCurrentClipName

string GetCurrentClipName();

Description: Get the name of the current running clip.

using UnityEngine;
using System.Collections;
 
public class Example : MonoBehaviour {
void Start () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
Debug("Animation Name:"+ mecanimControl.GetCurrentClipName());
}
}

GetCurrentClipPosition

float GetCurrentClipPosition();

Description: Get the normalized time of the current running clip. (0-1)

void CheckProgress() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
Debug("Animation Progress (%):"+ mecanimControl.GetCurrentClipPosition() * 100);
}

GetCurrentClipPlayCount

int GetCurrentClipPlayCount();

Description: Get the number of times the current clip has played. Only works if the animation's WrapMode is set to either WrapMode.Loop orWrapMode.PingPong

void CheckProgress() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
Debug("Times Played:"+ mecanimControl.GetCurrentClipPlayCount());
}

GetMirror

bool GetMirror();

Description: Get the current mirror state
of the emulated runtime animator.

void FaceLeft () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
if (!mecanimControl.GetMirror()) mecanimControl.setMirror(true);
}

GetSpeed

float GetSpeed();

float GetSpeed(AnimationClip clip);

float GetSpeed(string clipName);

Parameters

clip - Animation clip.

clipName - Clip name.

Description: Get the speed value set for animationClip/clipName.
no parameters - Get the speed the animator is running based on the current running animation.

void SlowDown() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
if (mecanimControl.GetSpeed() > 1) mecanimControl.SetSpeed(1);
}

IsPlaying

bool IsPlaying(string clipName);

bool IsPlaying(AnimationClip clip);

bool IsPlaying(AnimationData animationData);

Description: Returns true if clipNameclip or animationData is playing.

void Example() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
if (mecanimControl.IsPlaying("walk")) Debug.Log("Walk is playing");
}

Pause

void Pause();

Description: Pauses the animator component.

void Example() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.Pause();
}

Play

void Play();

void Play(string clipName);

void Play(AnimationClip clip);

void Play(AnimationData animationData);

void Play(string clipName, bool mirror);

void Play(AnimationClip clip, bool mirror);

void Play(AnimationData animationData, bool mirror);

void Play(string clipName, float blendingTime, float normalizedTime, bool mirror);

void Play(AnimationClip clip, float blendingTime, float normalizedTime, bool mirror);

Parameters

clip - Animation clip.

clipName - Animation name.

animationData - The correspondent animation data.

blendingTime - The blending duration between the 2 animations.

normalizedTime - The timeline's position of the animation to be played (0-1)

mirror - Should the animation be mirrored?

Description: Plays animation. Play can be used in several ways, including blending. If no blending is set, Play will try using the default blending value. If blending is set to -1, the animation will be played abruptly without any
blending.

If the animation is not set to be looping and alwaysPlay is toggled off it will be stopped after playing.

If no parameters are used, Play can be used as a follow up to Pause. It restores the speed of the Animator to the current animation speed value.

Normalized Time lets you start the animation from a predefined position in the animation timeline (0-1).

void Example() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.Play();
}
void Example() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.Play("walk", .2f, 0, true);
}

RemoveClip

void RemoveClip(string clipName);

void RemoveClip(AnimationClip clip);

Description: Removes the AnimationData from animations related to clipName/clip.

void RemoveAnimation(string animation) {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.RemoveClip(animation);
}

RestoreSpeed

void RestoreSpeed();

Description: Restores the speed of the animator component to the original value from the current animation being played.

using UnityEngine;
using System.Collections;
 
public class Example : MonoBehaviour {
 
private MecanimControl mecanimControl;
 
void SlowMo(string animation) {
mecanimControl.SetSpeed(.01f);
Invoke("Restore", 2);
}
 
void Restore() {
mecanimControl.RestoreSpeed();
}
}

Rewind

void Rewind();

Description: Inverts the speed of the animator component.

void Example() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.Rewind();
}

SetCurrentClipPosition

void SetCurrentClipPosition(float normalizedTime);

void SetCurrentClipPosition(float normalizedTime, bool pause);

Description: Set the position in the timeline of the current playing clip (0-1). If pause is toggled on, the animation will be paused afterwards.

void Example() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.SetCurrentClipPosition(.3f, true);
}

SetDefaultClip

void SetDefaultClip(AnimationClip clip, string name, float speed, WrapMode wrapMode);

Description: Sets the defaultclip through code (instead of the UI).

using UnityEngine;
using System.Collections;
 
public class Example : MonoBehaviour {
 
private MecanimControl mecanimControl;
private AnimationClip idle;
 
void Start() {
mecanimControl.SetDefaultClip(idle,"Idle", 1, WrapMode.Loop);
}
}

SetMirror

void SetMirror(bool mirror);

void SetMirror(bool mirror, float blendingTime);

void SetMirror(bool mirror, float blendingTime, bool forceMirror);

Description: When toggled on, every animation will be played with the mirror tag
toggled on.

void FaceLeft () {
mecanimControl = gameObject.GetComponent<MecanimControl>();
if (!mecanimControl.GetMirror()) mecanimControl.setMirror(true);
}

SetSpeed

void SetSpeed(float speed);

void SetSpeed(string clipName, float speed);

void SetSpeed(AnimationClip clip, float speed);

Description: Change the speed value of the Animator component or AnimationData based on clipName/clip.

If no parameters are used, SetSpeed will change the global speed from the Animator component.

void SlowDown() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
if (mecanimControl.GetSpeed() > 1) mecanimControl.SetSpeed(1);
}

SetWrapMode

void SetWrapMode(WrapMode wrapMode);

void SetWrapMode(AnimationData animationData, WrapMode wrapMode);

void SetWrapMode(AnimationClip clip, WrapMode wrapMode);

void SetWrapMode(string clipName, WrapMode wrapMode);

Description: Sets the Wrap Mode of an AnimationData based on clipName/clip.

If no parameters are used, SetWrapMode will change defaultWrapMode.

void ClampCurrentClip() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.SetWrapMode(mecanimControl.GetCurrentAnimationData, WrapMode.Clamp);
}

Stop

void Stop();

Description: Stops any animation from playing and starts playing the default animation.

void PlayDefaultAnimation() {
mecanimControl = gameObject.GetComponent<MecanimControl>();
mecanimControl.Stop();
}

Public Events

Index:


OnAnimationBegin

void AnimEvent(AnimationData animationData);

Description: Fires when an animation begins.

void OnAnimationBegin(AnimationData animData) {
if (animData.clipName == "walk") Debug.Log("character is walking");
}

OnAnimationEnd

void AnimEvent(AnimationData animationData);

Description: Fires when an animation ends.

void OnAnimationEnd(AnimationData animData) {
if (animData.clipName == "walk") Debug.Log("character has stopped walking");
}

OnAnimationLoop

void AnimEvent(AnimationData animationData);

Description: Fires when an animation loops. This is only triggered if the animation WrapMode is set to either WrapMode.Loop orWrapMode.PingPong

void OnAnimationLoop(AnimationData animData) {
if (animData.clipName == "walk")
Debug.Log("walking animation has looped "+ animData.timesPlayed + " times.");
}

Mecanim Control的更多相关文章

  1. Unity Mecanim在大型mmo中的应用

    http://blog.csdn.net/langresser_king/article/details/37760091?utm_source=tuicool&utm_medium=refe ...

  2. 收集一些Unity插件

    MCS Male 系列,人形角色插件,表情+体型 Mecanim Control Mecanim Control is a coding tool made that allow for a wide ...

  3. MecAnim

    [MecAnim] MecAnim是Unity 4.0推出的新的动画系统,新系统使用Animator组件来控制动画,老系统使用Animation组件来控制动画.此篇讲述MecAnim系统. What ...

  4. 企业管理软件开发架构之七 Object Control设计与运用

    在做查询时,经常遇到一类需求.请看下面的SQL语句查询 SELECT * FROM Company WHERE CompanyCode='Kingston' AND Suspended='N' AND ...

  5. 文字处理控件TX Text Control的使用

    这几天一直在研究TX Text Control的使用,由于这方面的资料相对比较少,主要靠下载版本的案例代码进行研究,以及官方的一些博客案例进行学习,使用总结了一些心得,特将其总结出来,供大家分享学习. ...

  6. Sublime text 2/3 中 Package Control 的安装与使用方法

    Package Control 插件是一个方便 Sublime text 管理插件的插件,但因为 Sublime Text 3 更新了 Python 的函数,API不同了,导致基于 Python 开发 ...

  7. Java 性能分析工具 , 第 3 部分: Java Mission Control

    引言 本文为 Java 性能分析工具系列文章第三篇,这里将介绍如何使用 Java 任务控制器 Java Mission Control 深入分析 Java 应用程序的性能,为程序开发人员在使用 Jav ...

  8. Job for httpd.service failed because the control process exited with error code. See "systemctl status httpd.service" and "journalctl -xe" for details

    thinkphp 在Apache上配置启用伪静态,重启Apache1 restart 竟然失败了,报错 Job for httpd.service failed because the control ...

  9. Neural Pathways of Interaction Mediating the Central Control of Autonomic Bodily State 自主神经系统-大脑调节神经通路

    Figure above: Critchley H D, Harrison N A. Visceral influences on brain and behavior[J]. Neuron, 201 ...

随机推荐

  1. android lanchmode

    http://www.cnblogs.com/xiaoQLu/archive/2012/07/17/2595294.html http://www.cnblogs.com/lwbqqyumidi/p/ ...

  2. iOS非常全的第三方库

    iOS ● 非常全的三方库.插件.大牛博客等等   github排名:https://github.com/trending, github搜索:https://github.com/search. ...

  3. 开源流媒体播放器EasyPlayer

    配套开源流媒体服务器EasyDarwin,我们开发了一款开源的流媒体播放器EasyPlayer(现在已经升级合并到开源EasyClient中):同样,EasyPlayer目前只支持RTSP流媒体协议, ...

  4. Struts2基本概念

    一.Struts2体系结构 : 1.Web浏览器请求一个资源. 2.过滤器Dispatcher查找方法,确定适当的Action. 3.拦截器自动对请求应用通用功能,如验证和文件上传操作. 4.Acti ...

  5. 理解c/c++指针和引用

    1 指针的指针 比如int* a,那么a是指向一个int型的对象的.也就是说,*前面的类型是该指针指向的对象的类型. 同理int** a的话,a指向一个int*型的对象,也就是说,它指向的对象也是一个 ...

  6. Java类加载器(死磕 1-2)

      Java类加载器(  CLassLoader ) 死磕 1.2:  导入 & 类加载器分类 本小节目录 1.导入 1.1. 从class文件的载入开始 1.2. 什么是类加载器 2. JA ...

  7. request,session,application三者关系<转>

    几乎所有的Web开发语言都支持Session功能,Servlet也不例外. Servlet/JSP中的Session功能是通过作用域(scope)这个概念来实现的. 对象作用域为:  page  在当 ...

  8. Codeforces Round #261 (Div. 2) B. Pashmak and Flowers 水题

    题目链接:http://codeforces.com/problemset/problem/459/B 题意: 给出n支花,每支花都有一个漂亮值.挑选最大和最小漂亮值得两支花,问他们的差值为多少,并且 ...

  9. Redis缓存服务搭建及实现数据读写 - Eric.Chen

    发现博客园中好多大牛在介绍自己的开源项目是很少用到缓存,比如Memcached.Redis.mongodb等,今天得空抽时间把Redis缓存研究了一下,写下来总结一下,跟大家一起分享 一下.由于小弟水 ...

  10. docker安装mysql挂载宿主本地目录资源后无法启动的问题

    可能是权限问题,添加--privileged=true参数: docker run -p : --name zsmysql -v $PWD/data:/var/lib/mysql -v $PWD/lo ...