Files
5.24BuYu/Assets/MyGame/Framework/Editor/AnimatorLinkWindow.cs
T
2026-10-20 18:30:03 +08:00

197 lines
6.2 KiB
C#

using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
using UnityEditorInternal;
using System.Collections.Generic;
using AnimatorController = UnityEditor.Animations.AnimatorController;
public class AnimatorLinkWindow : EditorWindow
{
private AnimatorController animatorController;
private List<AnimationClip> clips = new List<AnimationClip>();
private ReorderableList reorderableList;
// 排版参数
private int statesPerColumn = 5;
private float horizontalSpacing = 200f;
private float verticalSpacing = 80f;
[MenuItem("Tools/Animator Link Window")]
public static void ShowWindow()
{
GetWindow<AnimatorLinkWindow>("Animator Linker");
}
private void OnEnable()
{
reorderableList = new ReorderableList(clips, typeof(AnimationClip), true, true, true, true);
reorderableList.drawHeaderCallback = (Rect rect) =>
{
EditorGUI.LabelField(rect, "Animation Clips (可拖拽排序)");
};
reorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
{
clips[index] = (AnimationClip)EditorGUI.ObjectField(
new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight),
clips[index], typeof(AnimationClip), false);
};
reorderableList.onAddCallback = (ReorderableList list) =>
{
clips.Add(null);
};
reorderableList.onRemoveCallback = (ReorderableList list) =>
{
clips.RemoveAt(list.index);
};
}
private Vector2 scrollPos;
private void OnGUI()
{
GUILayout.Label("Animator Controller", EditorStyles.boldLabel);
animatorController = (AnimatorController)EditorGUILayout.ObjectField(
"Controller", animatorController, typeof(AnimatorController), false);
GUILayout.Space(10);
// 排版参数输入框
statesPerColumn = EditorGUILayout.IntField("每列多少个状态", statesPerColumn);
horizontalSpacing = EditorGUILayout.FloatField("同列水平间隔", horizontalSpacing);
verticalSpacing = EditorGUILayout.FloatField("列与列垂直间隔", verticalSpacing);
// 开始滚动区域
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
GUILayout.Space(10);
reorderableList.DoLayoutList();
EditorGUILayout.EndScrollView(); // 结束滚动区域
Rect dropArea = GUILayoutUtility.GetRect(0.0f, 50.0f, GUILayout.ExpandWidth(true));
GUI.Box(dropArea, "拖拽 AnimationClip 到这里 (支持多选)");
HandleDragAndDrop(dropArea);
GUILayout.Space(10);
if (GUILayout.Button("生成状态并连线"))
{
GenerateStatesAndTransitions();
}
}
private void HandleDragAndDrop(Rect dropArea)
{
Event evt = Event.current;
if (!dropArea.Contains(evt.mousePosition)) return;
switch (evt.type)
{
case EventType.DragUpdated:
case EventType.DragPerform:
if (DragAndDrop.objectReferences.Length > 0)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
if (evt.type == EventType.DragPerform)
{
DragAndDrop.AcceptDrag();
foreach (Object obj in DragAndDrop.objectReferences)
{
if (obj is AnimationClip clip)
{
clips.Add(clip);
}
}
Debug.Log($"已添加 {DragAndDrop.objectReferences.Length} 个动画");
}
}
Event.current.Use();
break;
}
}
private void GenerateStatesAndTransitions()
{
if (animatorController == null)
{
Debug.LogError("请先指定 AnimatorController");
return;
}
if (clips.Count == 0)
{
Debug.LogError("请至少添加一个 AnimationClip");
return;
}
var rootStateMachine = animatorController.layers[0].stateMachine;
// 判断是否已有状态
if (rootStateMachine.states.Length > 0)
{
int option = EditorUtility.DisplayDialogComplex(
"已有状态",
"当前 AnimatorController 已经有状态,是否清空后重新生成?",
"清空并重新生成",
"从尾部继续添加",
"取消"
);
if (option == 0)
{
// 清空
rootStateMachine.states = new ChildAnimatorState[0];
}
else if (option == 2)
{
// 取消
return;
}
// option == 1 表示从尾部继续添加,不清空
}
AnimatorState prevState = null;
if (rootStateMachine.states.Length > 0)
{
// 如果已有状态,从最后一个开始连线
prevState = rootStateMachine.states[rootStateMachine.states.Length - 1].state;
}
int existingCount = rootStateMachine.states.Length;
for (int i = 0; i < clips.Count; i++)
{
var clip = clips[i];
if (clip == null) continue;
// ✅ 计算偏移量:已有状态数量 + 新的索引
int index = existingCount + i;
int col = index / statesPerColumn;
int row = index % statesPerColumn;
var state = rootStateMachine.AddState(
clip.name,
new Vector3(col * horizontalSpacing, row * verticalSpacing, 0)
);
state.motion = clip;
if (prevState != null)
{
var transition = prevState.AddTransition(state);
transition.hasExitTime = true;
transition.exitTime = 1f;
transition.duration = 0f;
}
prevState = state;
}
Debug.Log("生成完成:已按顺序创建状态并排版连线");
}
}