| script | MonoScript class to instantiate. | 
int Returns instance id of created object, returns 0 if something is not valid.
This function will create a StateMachineBehaviour instance based on the class define in this script.
This function will validate that the monoscript is a valid statemachine behaviour, the class must be a sub class of StateMachineBehaviour and shouldn't be a generic. See Also: UnityEngine.StateMachineBehaviour.
#pragma strict
class AddSMB {
    public function DoAddStateMachineBehaviour(state: UnityEditor.Animations.AnimatorState, monoScript: MonoScript) {
        if (state == null)return ;
        var instanceID: int = AnimatorController.CreateStateMachineBehaviour(monoScript);
        if (instanceID == 0) {
            Debug.LogError("Could not create state machine behaviour " + monoScript.name);
            return ;
        }
        state.AddBehaviour(instanceID);
        var obj = EditorUtility.InstanceIDToObject(id);
        if (obj == null)
            Debug.LogError("No object could be found with instance id: " + id);
        else
            AssetDatabase.AddObjectToAsset(obj, state);
    }
}
using UnityEditor; using UnityEditor.Animations; using UnityEngine;
public class AddSMB { public void DoAddStateMachineBehaviour(UnityEditor.Animations.AnimatorState state, MonoScript monoScript) { if (state == null) return;
int instanceID = AnimatorController.CreateStateMachineBehaviour(monoScript); if (instanceID == 0) { Debug.LogError("Could not create state machine behaviour " + monoScript.name); return; }
state.AddStateMachineBehaviour(monoScript.GetClass());
var obj = EditorUtility.InstanceIDToObject(instanceID); if (obj == null) Debug.LogError("No object could be found with instance id: " + instanceID); else AssetDatabase.AddObjectToAsset(obj, state.ToString()); } }
Did you find this page useful? Please give it a rating: