RandomChangeAnimStateEditor.cs 6.7 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Reflection;
  4. using UnityEngine;
  5. using UnityEditor;
  6. using UnityEditor.Animations;
  7. using UnityEditorInternal;
  8. using AnimatorController = UnityEditor.Animations.AnimatorController;
  9. [CustomEditor(typeof(RandomChangeAnimState))]
  10. [CanEditMultipleObjects]
  11. public class RandomChangeAnimStateEditor : Editor
  12. {
  13. private SerializedProperty m_ScriptSp;
  14. private SerializedProperty m_MinSp;
  15. private SerializedProperty m_MaxSp;
  16. private SerializedProperty m_StateHashNamesSp;
  17. private AnimatorController m_AnimatorController;
  18. private Dictionary<int, string> m_StateNameMap = new Dictionary<int, string>();
  19. private int selectLayerIndex = 0;
  20. private ReorderableList m_ReorderableList;
  21. private BindingFlags m_BindingFlags = BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static | BindingFlags.Instance;
  22. private void OnEnable() {
  23. foreach(var itemType in typeof(UnityEditor.Graphs.GraphGUI).Assembly.GetTypes())
  24. {
  25. if (itemType.Name == "AnimatorControllerTool")
  26. {
  27. var toolFieldInfo = itemType.GetField("tool", m_BindingFlags);
  28. var animatorControllerPropertyInfo = itemType.GetProperty("animatorController", m_BindingFlags);
  29. var selectLayerIndexPropertyInfo = itemType.GetProperty("selectedLayerIndex", m_BindingFlags);
  30. var tool = toolFieldInfo.GetValue(null);
  31. if (tool != null)
  32. {
  33. m_AnimatorController = (AnimatorController)animatorControllerPropertyInfo.GetValue(tool);
  34. int.TryParse(selectLayerIndexPropertyInfo.GetValue(tool).ToString(), out selectLayerIndex);
  35. }
  36. break;
  37. }
  38. }
  39. m_ScriptSp = serializedObject.FindProperty("m_Script");
  40. m_MinSp = serializedObject.FindProperty("min");
  41. m_MaxSp = serializedObject.FindProperty("max");
  42. m_StateHashNamesSp = serializedObject.FindProperty("stateHashNames");
  43. m_ReorderableList = new ReorderableList(serializedObject, m_StateHashNamesSp);
  44. m_ReorderableList.drawHeaderCallback = ReorderableListHeaderCallback;
  45. m_ReorderableList.drawElementCallback = ReorderableListElementCallbackDelegate;
  46. m_ReorderableList.onCanAddCallback = ReorderableListCanAddCallback;
  47. m_ReorderableList.onAddDropdownCallback = ReorderableListAddDropdownCallback;
  48. }
  49. private void SerializedObjectUpdate()
  50. {
  51. serializedObject.Update();
  52. }
  53. private void SerializedObjectApply()
  54. {
  55. if (serializedObject.ApplyModifiedProperties())
  56. {
  57. foreach (var item in targets)
  58. {
  59. EditorUtility.SetDirty(item);
  60. }
  61. }
  62. }
  63. public override void OnInspectorGUI()
  64. {
  65. if (!m_AnimatorController)
  66. {
  67. EditorGUILayout.HelpBox("无法找到AnimatorController, 请通知程序", MessageType.Error);
  68. return;
  69. }
  70. SerializedObjectUpdate();
  71. bool defaultEnable = GUI.enabled;
  72. GUI.enabled = false;
  73. EditorGUILayout.PropertyField(m_ScriptSp);
  74. GUI.enabled = defaultEnable;
  75. EditorGUILayout.LabelField("随机时间区间", EditorStyles.boldLabel);
  76. EditorGUI.indentLevel++;
  77. float min = m_MinSp.floatValue;
  78. float max = m_MaxSp.floatValue;
  79. min = EditorGUILayout.FloatField("最小值", min);
  80. max = EditorGUILayout.FloatField("最大值", max);
  81. m_MinSp.floatValue = Mathf.Max(0, Mathf.Min(min, max));
  82. m_MaxSp.floatValue = Mathf.Max(min, max);
  83. EditorGUI.indentLevel--;
  84. m_StateNameMap.Clear();
  85. foreach (var layer in m_AnimatorController.layers)
  86. {
  87. CollectStateName(layer.stateMachine, ref m_StateNameMap);
  88. }
  89. for (int i = m_StateHashNamesSp.arraySize - 1; i >= 0; i--)
  90. {
  91. int hashName = m_StateHashNamesSp.GetArrayElementAtIndex(i).intValue;
  92. if (!m_StateNameMap.ContainsKey(hashName))
  93. {
  94. m_StateHashNamesSp.DeleteArrayElementAtIndex(i);
  95. }
  96. }
  97. m_ReorderableList.DoLayoutList();
  98. SerializedObjectApply();
  99. }
  100. public void ReorderableListHeaderCallback(Rect rect)
  101. {
  102. EditorGUI.LabelField(rect, "随机切换动画状态列表");
  103. }
  104. public void ReorderableListElementCallbackDelegate(Rect rect, int index, bool isActive, bool isFocused)
  105. {
  106. int hashName = m_StateHashNamesSp.GetArrayElementAtIndex(index).intValue;
  107. EditorGUI.LabelField(rect, m_StateNameMap[hashName]);
  108. }
  109. public bool ReorderableListCanAddCallback(ReorderableList list)
  110. {
  111. return m_StateNameMap.Count > list.count;
  112. }
  113. public void ReorderableListAddDropdownCallback(Rect buttonRect, ReorderableList list)
  114. {
  115. GenericMenu genericMenu = new GenericMenu();
  116. int[] arr = new int[m_StateNameMap.Count];
  117. m_StateNameMap.Keys.CopyTo(arr, 0);
  118. bool isContain = false;
  119. for (int i = 0; i < arr.Length; i++)
  120. {
  121. isContain = false;
  122. for (int j = m_StateHashNamesSp.arraySize - 1; j >= 0; j--)
  123. {
  124. if (arr[i] == m_StateHashNamesSp.GetArrayElementAtIndex(j).intValue)
  125. {
  126. isContain = true;
  127. break;
  128. }
  129. }
  130. if (isContain) continue;
  131. genericMenu.AddItem(EditorGUIUtility.TrTextContent(m_StateNameMap[arr[i]]), false, (hashName) =>
  132. {
  133. SerializedObjectUpdate();
  134. m_StateHashNamesSp.arraySize++;
  135. list.index = list.serializedProperty.arraySize - 1;
  136. m_StateHashNamesSp.GetArrayElementAtIndex(list.index).intValue = (int)hashName;
  137. SerializedObjectApply();
  138. }, arr[i]);
  139. }
  140. genericMenu.ShowAsContext();
  141. }
  142. private void CollectStateName(AnimatorStateMachine animatorStateMachine, ref Dictionary<int, string> stateNameMap)
  143. {
  144. string name = animatorStateMachine.name;
  145. if (!string.IsNullOrEmpty(name))
  146. {
  147. int hashName = Animator.StringToHash(name);
  148. if (!stateNameMap.ContainsKey(hashName))
  149. {
  150. stateNameMap.Add(hashName, name);
  151. }
  152. }
  153. foreach (var item in animatorStateMachine.states)
  154. {
  155. if (!stateNameMap.ContainsKey(item.state.nameHash))
  156. {
  157. stateNameMap.Add(item.state.nameHash, item.state.name);
  158. }
  159. }
  160. foreach (var item in animatorStateMachine.stateMachines)
  161. {
  162. CollectStateName(item.stateMachine, ref stateNameMap);
  163. }
  164. }
  165. }