标签:button source tab 自带 app walk att too can
资源加载是必备的知识点,这里就说说Mecanim动画的资源如何打包及加载。
注意,Unity4.x和Unity5.x的AssetBundle打包策略不一样,本笔记是基于Unity4.x的AssetBundle进行打包的。
我们一般使用FBX类型的模型及动画文件,而动画文件的储存一般有两种情况,一是所有的动画和模型都一起存放到一个文件中,还有一种情况是模型单独一个文件而动画单独一个文件。这里我们就两种情况都看一下。
使用的资源是Unity3D自带的以及从一本教材中取出的两种类型的动画资源,同时需要对其动画创建对应的Animator Controller。
一个FBX文件保存了模型、骨骼和动画,如下图:
下面是配置的Animator Controller:
需要注意的是,官方并没有提供为Animator设置Animator Controller的接口,所以我们必须将配置好的GameObject制作为一个预制件进行加载。
1 using UnityEngine; 2 using System.Collections; 3 4 public class AllInOneResourcesLoad : MonoBehaviour 5 { 6 private Animator _animator; 7 8 void Start() 9 { 10 GameObject go = Resources.Load<GameObject>("AllInOne/ConstructorPrefab"); 11 12 GameObject man = Instantiate(go) as GameObject; 13 _animator = man.GetComponent<Animator>(); 14 } 15 16 void OnGUI() 17 { 18 if(GUI.Button(new Rect(0, 0, 100, 30), "idle")) 19 { 20 _animator.SetBool("walk", false); 21 _animator.SetBool("run", false); 22 } 23 if(GUI.Button(new Rect(100, 0, 100, 30), "walk")) 24 { 25 _animator.SetBool("walk", true); 26 _animator.SetBool("run", false); 27 } 28 if(GUI.Button(new Rect(200, 0, 100, 30), "run")) 29 { 30 _animator.SetBool("walk", false); 31 _animator.SetBool("run", true); 32 } 33 if(GUI.Button(new Rect(300, 0, 100, 30), "jump")) 34 { 35 _animator.SetTrigger("jump"); 36 } 37 } 38 }
1 using UnityEngine; 2 using UnityEditor; 3 4 public class CreateAllInOneAB 5 { 6 [MenuItem("Tool/CreateAllInOneAB")] 7 private static void Create() 8 { 9 BuildPipeline.BuildAssetBundle(null, new[] 10 { 11 AssetDatabase.LoadAssetAtPath("Assets/Resources/AllInOne/ConstructorPrefab.prefab", typeof(GameObject)) 12 }, 13 Application.streamingAssetsPath + "/AllInOne.assetbundle", 14 BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.UncompressedAssetBundle, 15 BuildTarget.StandaloneWindows64); 16 } 17 }
1 using UnityEngine; 2 using System.Collections; 3 4 public class AllInOneAssetBundleLoad : MonoBehaviour 5 { 6 private Animator _animator; 7 8 void Start() 9 { 10 AssetBundle assetBundle = AssetBundle.CreateFromFile(Application.streamingAssetsPath + "/AllInOne.assetbundle"); 11 12 GameObject go = assetBundle.Load("ConstructorPrefab", typeof(GameObject)) as GameObject; 13 14 GameObject man = Instantiate(go) as GameObject; 15 _animator = man.GetComponent<Animator>(); 16 } 17 18 void OnGUI() 19 { 20 if(GUI.Button(new Rect(0, 0, 100, 30), "idle")) 21 { 22 _animator.SetBool("walk", false); 23 _animator.SetBool("run", false); 24 } 25 if (GUI.Button(new Rect(100, 0, 100, 30), "walk")) 26 { 27 _animator.SetBool("walk", true); 28 _animator.SetBool("run", false); 29 } 30 if (GUI.Button(new Rect(200, 0, 100, 30), "run")) 31 { 32 _animator.SetBool("walk", false); 33 _animator.SetBool("run", true); 34 } 35 if (GUI.Button(new Rect(300, 0, 100, 30), "jump")) 36 { 37 _animator.SetTrigger("jump"); 38 } 39 } 40 }
还有一种情况是模型和动画是分为多个FBX文件存放的,比如下面是模型文件:
虽然有一个Take 001的动画,但是实际上我们并不使用该动画,而是使用下面仅保存了动画的FBX文件:
下面是配置的Animator Controller:
除了没有提供设置Animator Controller的接口,也无法在运行时对动画剪辑进行增加删除的操作,所以我们一般打包时就收集所有的依赖项一起打包,归根结底还是只需要一个制作好的预制件即可。
从这个角度看,其实是否将动画进行拆分最终的使用方式都是一样的。
1 using UnityEngine; 2 using System.Collections; 3 4 public class ResourcesLoad : MonoBehaviour 5 { 6 private Animator _animator; 7 8 void Start() 9 { 10 GameObject go = Resources.Load<GameObject>("ZombieNurse/ZombieNursePrefab"); 11 12 GameObject man = Instantiate(go) as GameObject; 13 _animator = man.GetComponent<Animator>(); 14 } 15 16 void OnGUI() 17 { 18 if(GUI.Button(new Rect(0, 0, 100, 30), "idle")) 19 { 20 _animator.SetBool("run", false); 21 } 22 if(GUI.Button(new Rect(100, 0, 100, 30), "run")) 23 { 24 _animator.SetBool("run", true); 25 } 26 if(GUI.Button(new Rect(200, 0, 100, 30), "attack")) 27 { 28 _animator.SetTrigger("attack"); 29 } 30 if(GUI.Button(new Rect(300, 0, 100, 30), "dead")) 31 { 32 _animator.SetTrigger("dead"); 33 } 34 } 35 }
1 using UnityEditor; 2 using UnityEngine; 3 4 public class CreateAB 5 { 6 [MenuItem("Tool/CreateAB")] 7 private static void Create() 8 { 9 BuildPipeline.BuildAssetBundle(null, new[] 10 { 11 AssetDatabase.LoadAssetAtPath("Assets/Resources/ZombieNurse/ZombieNursePrefab.prefab", typeof(GameObject)) 12 }, 13 Application.streamingAssetsPath + "/AB.assetbundle", 14 BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets | BuildAssetBundleOptions.UncompressedAssetBundle, 15 BuildTarget.StandaloneWindows64); 16 } 17 }
1 using UnityEngine; 2 using System.Collections; 3 4 public class AssetBundleLoad : MonoBehaviour 5 { 6 private Animator _animator; 7 8 void Start() 9 { 10 AssetBundle assetBundle = AssetBundle.CreateFromFile(Application.streamingAssetsPath + "/AB.assetbundle"); 11 12 GameObject go = assetBundle.Load("ZombieNursePrefab", typeof(GameObject)) as GameObject; 13 14 GameObject man = Instantiate(go) as GameObject; 15 _animator = man.GetComponent<Animator>(); 16 } 17 18 void OnGUI() 19 { 20 if(GUI.Button(new Rect(0, 0, 100, 30), "idle")) 21 { 22 _animator.SetBool("run", false); 23 } 24 if(GUI.Button(new Rect(100, 0, 100, 30), "run")) 25 { 26 _animator.SetBool("run", true); 27 } 28 if(GUI.Button(new Rect(200, 0, 100, 30), "attack")) 29 { 30 _animator.SetTrigger("attack"); 31 } 32 if(GUI.Button(new Rect(300, 0, 100, 30), "dead")) 33 { 34 _animator.SetTrigger("dead"); 35 } 36 } 37 }
Unity3D之Mecanim动画系统学习笔记(十):Mecanim动画的资源加载相关
标签:button source tab 自带 app walk att too can
原文地址:http://www.cnblogs.com/lancidie/p/7345157.html