Unity——ParticleSystem(粒子系统)与Animator(动画状态机)批量管理器
该脚本可以在Unity运行时同时播放多个粒子与动画,方便美工、特效师傅反复查看特效和动画细节。
(注:该脚本只做了简单的循环播放控制与单次播放控制,如有其他需求可自行扩展。)
using UnityEngine;
using System.Collections;
using UnityEditor;
public class ParticleAndAnimation : MonoBehaviour
{
void Start() {
PlayOnce();
}
[ContextMenu("Play Loop")]
public void PlayLoop() {
ParticleSystem[] pss = this.GetComponentsInChildren<ParticleSystem> (true);
foreach (ParticleSystem ps in pss) {
ps.loop = true;
ps.Play();
}
print("粒子系统开启循环成功");
Animator[] anis = this.GetComponentsInChildren<Animator>(true);
foreach (Animator an in anis)
{
//string animString = an.GetCurrentAnimatorClipInfo(0)[0].clip.name;
string animString = an.runtimeAnimatorController.animationClips[0].name;
AnimationClip clip = an.runtimeAnimatorController.animationClips[0];// an.GetCurrentAnimatorClipInfo(0)[0].clip;
AnimationClipSettings clipsetting = AnimationUtility.GetAnimationClipSettings(clip);
clipsetting.loopTime = true;
AnimationUtility.SetAnimationClipSettings(clip, clipsetting);
an.Play(animString, 0,0f);
}
print("动画系统开启循环成功");
}
[ContextMenu("Play Once")]
public void PlayOnce() {
ParticleSystem[] pss = this.GetComponentsInChildren< ParticleSystem> (true);
foreach (ParticleSystem ps in pss)
{
ps.loop = false;
ps.Play();
}
Animator[] anis = this.GetComponentsInChildren<Animator>(true);
foreach (Animator an in anis)
{
// string animString = an.GetCurrentAnimatorClipInfo(0)[0].clip.name;
string animString = an.runtimeAnimatorController.animationClips[0].name;
AnimationClip clip = an.runtimeAnimatorController.animationClips[0];//an.GetCurrentAnimatorClipInfo(0)[0].clip;
AnimationClipSettings clipsetting = AnimationUtility.GetAnimationClipSettings(clip);
clipsetting.loopTime = false;
AnimationUtility.SetAnimationClipSettings(clip, clipsetting);
an.Play(animString, 0, 0f);
}
}
}
下面是在该代码模块下生成可视化按钮方便操作。
(注意:需要添加按钮的脚本,在该创建代码中的名称、方法名都需要确保一致才能正确生成与调用)
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(ParticleAndAnimation))]//需要添加按钮的脚本
public class AnimatorPlayEditor : Editor {
public override void OnInspectorGUI(){
DrawDefaultInspector();
ParticleAndAnimation myScript = (ParticleAndAnimation)target;//获取要添加按钮的脚本
if (GUILayout.Button("播放一次"))
{
myScript.PlayOnce();//调用添加按钮脚本中的方法
}
if (GUILayout.Button("循环播放"))
{
myScript.PlayLoop();
}
}
}
完成效果图如下