behaviour | 用于获取上下文的状态机行为。 |
StateMachineBehaviourContext[] 返回状态机行为版本上下文。
使用此函数可检索行为的所有者。
请注意,此函数的运行速度非常缓慢。不建议对每一帧都使用此函数。 另请参阅:StateMachineBehaviourContext。
using UnityEngine; using UnityEditor;
public class IdleBehaviour : StateMachineBehaviour { public int transitionCount; protected int randomTransitionId = Animator.StringToHash("random");
// OnStateEnter is called when a transition starts and the state machine starts to evaluate the state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { }
// OnStateUpdate is called at each engine tick between OnStateEnter and OnStateExit callback override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (stateInfo.normalizedTime > 0.5f) animator.SetInteger(randomTransitionId, Random.Range(0, transitionCount)); }
// OnStateExit is called when a transition ends and the state machine ends to evaluate the state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { } }
[CustomEditor(typeof(IdleBehaviour), true)] public class IdleBehaviourEditor : Editor { UnityEditor.Animations.StateMachineBehaviourContext[] context;
SerializedProperty transitionCount;
public void OnEnable() { context = UnityEditor.Animations.AnimatorController.FindStateMachineBehaviourContext(target as StateMachineBehaviour); if (context != null) { // animatorObject can be an AnimatorState or AnimatorStateMachine UnityEditor.Animations.AnimatorState state = context[0].animatorObject as UnityEditor.Animations.AnimatorState; if (state != null) { IdleBehaviour behaviour = target as IdleBehaviour; behaviour.transitionCount = state.transitions.Length; } }
transitionCount = serializedObject.FindProperty("transitionCount"); }
public override void OnInspectorGUI() { serializedObject.Update();
EditorGUI.BeginDisabledGroup(true); EditorGUILayout.PropertyField(transitionCount); EditorGUI.EndDisabledGroup();
serializedObject.ApplyModifiedProperties(); } }