修复bug
新增动画分帧工具
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@ -48,7 +48,7 @@ namespace QFramework
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anim.Play(animName);
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if (reset)
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{
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ActionKit.DelayFrame(1, () => anim.Stop());
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ActionKit.DelayFrame(1, () => anim.Stop()).StartGlobal();
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}
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}
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else
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84
Assets/Scripts/Editor/FbxAnimListPostprocessor.cs
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84
Assets/Scripts/Editor/FbxAnimListPostprocessor.cs
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@ -0,0 +1,84 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System.IO;
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using System.Text.RegularExpressions;
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using System;
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using System.IO;
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public class FbxAnimListPostprocessor : MonoBehaviour
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{
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[MenuItem("Assets/SplitAnimNew")]
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public static void SplitAnim()
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{
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UnityEngine.Object obj = Selection.activeObject;
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if( null != obj )
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{
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string assetPath = AssetDatabase.GetAssetPath(obj);
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try
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{
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string fileAnim;
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fileAnim = assetPath;
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string ClipText = Path.ChangeExtension(fileAnim, ".txt");
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StreamReader file = new StreamReader(ClipText);
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string sAnimList = file.ReadToEnd();
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file.Close();
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//
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if (EditorUtility.DisplayDialog("FBX Animation Import from file",
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fileAnim, "Import", "Cancel"))
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{
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System.Collections.ArrayList List = new ArrayList();
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ParseAnimFile(sAnimList, ref List);
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ModelImporter modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter;
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modelImporter.animationType = ModelImporterAnimationType.Legacy;
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//modelImporter.clipAnimations. = true;
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modelImporter.clipAnimations = (ModelImporterClipAnimation[])
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List.ToArray(typeof(ModelImporterClipAnimation));
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AssetDatabase.ImportAsset(assetPath);
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EditorUtility.DisplayDialog("导入成功",
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"Number of imported clips: "
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+ modelImporter.clipAnimations.GetLength(0).ToString(), "OK");
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}
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}
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catch { }
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// (Exception e) { EditorUtility.DisplayDialog("Imported animations", e.Message, "OK"); }
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}
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}
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static void ParseAnimFile(string sAnimList, ref System.Collections.ArrayList List)
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{
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Regex regexString = new Regex(" *(?<firstFrame>[0-9]+) *- *(?<lastFrame>[0-9]+) *(?<loop>(loop|noloop| )) *(?<name>[^\r^\n]*[^\r^\n^ ])",
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RegexOptions.Compiled | RegexOptions.ExplicitCapture);
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Match match = regexString.Match(sAnimList, 0);
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while (match.Success)
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{
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ModelImporterClipAnimation clip = new ModelImporterClipAnimation();
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if (match.Groups["firstFrame"].Success)
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{
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clip.firstFrame = System.Convert.ToInt32(match.Groups["firstFrame"].Value, 10);
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}
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if (match.Groups["lastFrame"].Success)
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{
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clip.lastFrame = System.Convert.ToInt32(match.Groups["lastFrame"].Value, 10);
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}
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if (match.Groups["loop"].Success)
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{
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clip.loop = match.Groups["loop"].Value == "loop";
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}
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if (match.Groups["name"].Success)
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{
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clip.name = match.Groups["name"].Value;
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}
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List.Add(clip);
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match = regexString.Match(sAnimList, match.Index + match.Length);
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}
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}
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}
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11
Assets/Scripts/Editor/FbxAnimListPostprocessor.cs.meta
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11
Assets/Scripts/Editor/FbxAnimListPostprocessor.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: deca3cf63294eda47b1155de672f9698
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -56,9 +56,8 @@ public class Launch : MonoBehaviour
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}
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IEnumerator PreLoad()
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{
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yield return null;
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}
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}
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18
Assets/Scripts/TimeScaleController.cs
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18
Assets/Scripts/TimeScaleController.cs
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@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TimeScaleController : MonoBehaviour
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{
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[Range(0, 10)]
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public float animSpeed = 1.0f;
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#if UNITY_EDITOR
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private void Update()
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{
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Time.timeScale = animSpeed;
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}
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#endif
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}
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11
Assets/Scripts/TimeScaleController.cs.meta
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11
Assets/Scripts/TimeScaleController.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: b2c08eae7cce6c9479adebcaad5706c3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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