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Unity3D - Animator Controller循环依赖

时间:2017-10-13 21:12:03      阅读:268      评论:0      收藏:0      [点我收藏+]

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:

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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:

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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:

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TestControllerRhs.controller

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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。

解决方案

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:

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TestControllerLhs依赖TestControllerRhs

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TestControllerRhs依赖TestControllerLhs

检测循环依赖:

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循环依赖

使用工具清理游离依赖数据后:

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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

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