BuildAnimationController

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static AnimatorController BuildAnimationController(List<AnimationClip> clips, string directoryName, string name)
{
AnimatorController animatorController = AnimatorController.CreateAnimatorControllerAtPath(directoryName + "/" + name + ".controller");
AnimatorControllerLayer layer = animatorController.layers[0];
AnimatorStateMachine asm = layer.stateMachine;
List<AnimatorState> animatorStates = new List<AnimatorState> ();


foreach (AnimationClip newClip in clips)
{
AnimatorState animatorState = asm.AddState(newClip.name);
animatorState.motion = newClip;
animatorState.name = newClip.name.Replace(name,"");
//如果状态为Idle则设置为默认状态
if(animatorState.name == "Idle"){
asm.defaultState = animatorState;


}
animatorStates.Add (animatorState);
if (animatorState.name == "Death" || animatorState.name == "Damaged") {
AnimatorStateTransition trans = asm.AddAnyStateTransition(animatorState);
trans.AddCondition (AnimatorConditionMode.If,0,animatorState.name);
//trans.hasExitTime = false;
}


//添加参数
if(animatorState.name == "Idle" || animatorState.name == "Move" ){
animatorState.speed = 0.5f;
animatorController.AddParameter(animatorState.name, AnimatorControllerParameterType.Bool); 
//trans.hasExitTime = false;
}else if(animatorState.name == "Death"){
animatorController.AddParameter(animatorState.name, AnimatorControllerParameterType.Bool); 
}else{
animatorController.AddParameter(animatorState.name, AnimatorControllerParameterType.Trigger); 
//trans.hasExitTime = false;
}


}
for(int i=1;i<animatorStates.Count;i++){
AnimatorStateTransition transitionToOthers = animatorStates [0].AddTransition (animatorStates [i]);
AnimatorStateTransition transitionToIdle = animatorStates [i].AddTransition (animatorStates [0]);
transitionToOthers.AddCondition (AnimatorConditionMode.If,0,animatorStates [i].name);


transitionToOthers.hasExitTime = false;
if(animatorStates [i].name == "Move" ||animatorStates [i].name == "Death"){
transitionToIdle.hasExitTime = false;
transitionToIdle.AddCondition (AnimatorConditionMode.IfNot,0,animatorStates [i].name);
}else{
transitionToIdle.hasExitTime = true;
}


}




AssetDatabase.SaveAssets();
return animatorController;
}
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