| 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);
}
}
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.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);
}
}