Unity中Animator动态添加AnimationClip

AnimatorController中一下加载大量动画,会使游戏内存增大很多,所以想动态增加AnimatorController中的动画,达到使用那个动画就加载对应动画的功能。
研究后发现可以通过AnimatorOverrideController实现。通过替换动画的方式,用需要播放的动画将控制器中指定的一个动画替换,这样能间接达到动态加载的功能,

 1 using UnityEngine;
 2 public class test : MonoBehaviour
 3 {
 4     public Animator m_Animator;
 5     public RuntimeAnimatorController m_RuntimeAnimatorController;
 6     string mOriginClipName = "play";
 7 
 8     void OnGUI()
 9     {
10         if (GUI.Button(new Rect(0, 0, 50f, 50f), "Pose01"))
11             UpDateAnimator("player@pose01");
12         else if (GUI.Button(new Rect(60, 0, 50f, 50f), "Pose02"))
13             UpDateAnimator("player@pose02");
14         else if (GUI.Button(new Rect(120, 0, 50f, 50f), "Pose03"))
15             UpDateAnimator("player@pose03");
16         else if (GUI.Button(new Rect(180, 0, 50f, 50f), "Pose04"))
17             UpDateAnimator("player@pose04");
18         else if (GUI.Button(new Rect(0, 60, 50f, 50f), "Stand"))
19             m_Animator.Play("standby");
20     }
21 
22     void UpDateAnimator(string pAnimResourceName)
23     {
24         var tOverrideController = new AnimatorOverrideController();
25         tOverrideController.runtimeAnimatorController = m_RuntimeAnimatorController;
26 
27         var mAnimationClips = Resources.LoadAll<AnimationClip>(pAnimResourceName);
28         if (mAnimationClips.Length <= 0)
29             return;
30 
31         tOverrideController[mOriginClipName] = mAnimationClips[0];
32         m_Animator.runtimeAnimatorController = null;
33         m_Animator.runtimeAnimatorController = tOverrideController;
34         m_Animator.Play(mOriginClipName, 0, 0);
35         Resources.UnloadUnusedAssets();
36     }
37 }

其中:

m_Animator.runtimeAnimatorController = null;

Resources.UnloadUnusedAssets();

两行很关键,没有这两行,会出现错乱或者内存持续增加

源码下载

posted @ 2016-09-06 17:54  炘恪  阅读(13851)  评论(1编辑  收藏  举报