标签:写入 file static indexof 清理 检测 删除 reserve png
问题
假设有2个Animator Controller,分别命名为TestControllerLhs.controller以及TestControllerRhs.controller。在TestControllerLhs.controller中设置状态如下:
TestControllerLhs.controller
当拷贝了包含Transitions并且该Transitions的Dst State不存在的Animator State到另一个Animator Controller时,就会出现游离依赖数据。以TestControllerLhs.controller为例,查看该文件能够发现,Attack01包含了Transitions数据:
Attack01包含的Transition
该Transition的Dst State为Attack02。如果我们拷贝Attack01但没有拷贝Attack02到TestControllerRhs.controller,那么就出现了游离依赖数据:
TestControllerRhs.controller
游离依赖数据
出现依赖的原因是该Transition的Dst State,即Attack02,仍然位于TestControllerLhs.controller中,没有被拷贝过来。说该数据是游离的原因是在TestControllerRhs.controller中,我们完全看不见他,也无法删除它。
在这里注意到这个问题的原因是,美术在制作Animator Controller时经常会使用拷贝、黏贴的操作,很容易在无意间产生游离依赖数据,而最关键也最严重的问题是循环依赖,即A.controller依赖B.controller,并且B.controller依赖A.controller。如果这两个Controller都是AssetBundle的话,就会产生无限依赖加载。
通过之前的游离依赖数据分析可知他们的共性为m_DstState项包含了所依赖的.controller文件的guid,因此我们通过读取.controller文件将这些游离依赖数据删除。
以下的代码包含了检测循环依赖,打印依赖的Animator Controller以及去除游离依赖数据的功能,开发版本为Unity 5.5.2f1:
1 /****************************************************************************** 2 * DESCRIPTION: AnimatorController处理器 3 * 4 * Copyright (c) 2017, 谭伟俊 (TanWeijun) 5 * All rights reserved 6 * 7 * COMPANY: 8 * CREATED: 2017.09.20, 15:48, CST 9 *******************************************************************************/ 10 11 using System.IO; 12 using System.Collections.Generic; 13 using UnityEngine; 14 using UnityEditor; 15 using UnityEditor.Animations; 16 using GameFramework; 17 18 public class AnimatorControllerProcessor 19 { 20 [MenuItem("Assets/Artist Tools/Animator Controller/Correct Data")] 21 private static void CorrectData() 22 { 23 string block = null; 24 bool isDependOtherAnimatorController = false; 25 AnimatorController animatorController = Selection.activeObject as AnimatorController; 26 string filePathName = Path.GetFullPath(AssetDatabase.GetAssetPath(animatorController)); 27 string tempFilePathName = Application.dataPath + "/" + System.DateTime.Now.Ticks.ToString() + ".controller"; 28 using (StreamWriter writer = File.CreateText(tempFilePathName)) 29 { 30 using (StreamReader reader = File.OpenText(filePathName)) 31 { 32 string content; 33 while (null != (content = reader.ReadLine())) 34 { 35 if (content.StartsWith("--- !u")) 36 { 37 if (!string.IsNullOrEmpty(block)) 38 writer.Write(block); 39 40 block = content + System.Environment.NewLine; 41 isDependOtherAnimatorController = false; 42 } 43 else 44 { 45 if (isDependOtherAnimatorController) 46 continue; 47 48 if (string.IsNullOrEmpty(block)) 49 writer.WriteLine(content); 50 else 51 { 52 block += (content + System.Environment.NewLine); 53 54 // 检测是否依赖其他的Animator Controller 55 if (content.Contains("m_DstState:") && content.Contains("guid")) 56 { 57 block = null; 58 isDependOtherAnimatorController = true; 59 } 60 } 61 } 62 } 63 64 // 写入最后的数据 65 if (!string.IsNullOrEmpty(block)) 66 writer.Write(block); 67 } 68 } 69 70 FileUtil.ReplaceFile(tempFilePathName, filePathName); 71 AssetDatabase.Refresh(); 72 } 73 74 [MenuItem("Assets/Artist Tools/Animator Controller/Collect Animator Controller Dependencies")] 75 private static void CollectAnimatorControllerDependencies() 76 { 77 AnimatorController animatorController = Selection.activeObject as AnimatorController; 78 string[] dependencyArray = AssetDatabase.GetDependencies(AssetDatabase.GetAssetPath(animatorController)); 79 80 Log.Debug("************************* Animator Controller Dependencies (" + animatorController.name + ") *************************"); 81 foreach (string dependency in dependencyArray) 82 { 83 if (dependency.EndsWith(".controller")) 84 Log.Debug(dependency); 85 } 86 Log.Debug("************************************************* End *************************************************"); 87 } 88 89 [MenuItem("ArtistTools/Check Animator Controller Dependencies")] 90 private static void CheckAnimatorControllerDependencies() 91 { 92 List<string> dependencyCheckNameList = new List<string>(); 93 string[] filePathNameArray = Directory.GetFiles(Application.dataPath + "/BundleResources/Animator", "*.controller", SearchOption.TopDirectoryOnly); 94 foreach (string filePathName in filePathNameArray) 95 { 96 string[] dependencyArray = AssetDatabase.GetDependencies(filePathName.Substring(filePathName.IndexOf("/Assets/") + 1)); 97 foreach (string dependency in dependencyArray) 98 { 99 if (dependency.EndsWith(".controller")) 100 { 101 string assetName = Path.GetFileNameWithoutExtension(filePathName); 102 string dependencyName = Path.GetFileNameWithoutExtension(dependency); 103 104 // A依赖于B,如果"B_A"存在,表示B也依赖于A,则是循环依赖 105 string checkName = dependencyName + "_" + assetName; 106 if (dependencyCheckNameList.Contains(checkName)) 107 Log.Debug(Path.GetFileName(filePathName) + " and " + Path.GetFileName(dependency) + " depend each other"); 108 109 dependencyCheckNameList.Add(assetName + "_" + dependencyName); 110 } 111 } 112 } 113 } 114 115 [MenuItem("Assets/Artist Tools/Animator Controller/Correct Data", true)] 116 [MenuItem("Assets/Artist Tools/Animator Controller/Collect Animator Controller Dependencies", true)] 117 private static bool ValidateCorrectData() 118 { 119 return Selection.activeObject is AnimatorController; 120 } 121 }
打印依赖的Animator Controller:
TestControllerLhs依赖TestControllerRhs
TestControllerRhs依赖TestControllerLhs
检测循环依赖:
循环依赖
使用工具清理游离依赖数据后:
除了自身不再依赖其他的Animator Controller
本文固定链接: http://www.cnblogs.com/twjcnblog/p/7663048.html
转载请注明: EnigmaJJ 2017年10月13日 于 cnblog 发表
Unity3D - Animator Controller循环依赖
标签:写入 file static indexof 清理 检测 删除 reserve png
原文地址:http://www.cnblogs.com/twjcnblog/p/7663048.html