Unity Animator动态添加事件
using UnityEngine;
public class Myscript01 : MonoBehaviour {
#region --变量定义
private Animator animator;
private AnimationClip[] clips;
#endregion
#region --系统函数
private void Start()
{
animator = this.GetComponent<Animator>();
clips = animator.runtimeAnimatorController.animationClips;
AnimationClip _clip = clips[0];
AddAnimationEvent(animator, _clip.name, "StartEvent", 0);
AddAnimationEvent(animator, _clip.name, "HalfEvent", _clip.length* 0.5f);
AddAnimationEvent(animator, _clip.name, "EndEvent", _clip.length);
}
private void OnDestroy()
{
CleanAllEvent();
}
#endregion
#region --自定义函数
private void StartEvent()
{
Debug.Log("开始播放动画");
}
private void HalfEvent()
{
Debug.Log("动画播放了一半");
}
private void EndEvent()
{
Debug.Log("播放动画完毕");
}
/// <summary>
/// 添加动画事件
/// </summary>
/// <param name="_animator"></param>
/// <param name="_clipName">动画名称</param>
/// <param name="_eventFunctionName">事件方法名称</param>
/// <param name="_time">添加事件时间。单位:秒</param>
private void AddAnimationEvent(Animator _animator, string _clipName, string _eventFunctionName, float _time)
{
AnimationClip[] _clips = _animator.runtimeAnimatorController.animationClips;
for (int i = 0; i<_clips.Length; i++)
{
if (_clips[i].name == _clipName)
{
AnimationEvent _event = new AnimationEvent();
_event.functionName = _eventFunctionName;
_event.time = _time;
_clips[i].AddEvent(_event);
break;
}
}
_animator.Rebind();
}
/// <summary>
/// 清除所有事件
/// </summary>
private void CleanAllEvent()
{
for (int i = 0; i<clips.Length; i++)
{
clips[i].events = default(AnimationEvent[]);
}
Debug.Log("清除所有事件");
}
#endregion
}
运行如下
紧接着发现一个现象
这几个用来接收事件的方法貌似必须在动画物体身上,不然就会报错
‘正面荧光_0’ AnimationEvent ‘StartEvent’ has no receiver! Are you missing a component?
‘正面荧光_0’动画事件‘StartEvent’没有接收器!你是不是少了一个部件?