b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
181 lines
9.1 KiB
C#
181 lines
9.1 KiB
C#
using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Reflection;
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/// <summary>
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/// Originally Posted by ArtOfSettling on the Unity Forums: https://forum.unity3d.com/threads/animation-event-copier.140158/
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///
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/// Modified by S.F. Bay Studios (http://www.InfinityPBR.com)
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/// </summary>
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public class AnimationEventCopier : EditorWindow
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{
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private AnimationClip sourceObject; // Source Clip
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private AnimationClip targetObject; // Target Clip
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private GameObject sourceGameObject; // Source Game Object
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private GameObject targetGameObject; // Target Game Object
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private GameObject eraseObject; // Target to erase Events
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private Vector2 scrollPos;
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[MenuItem("Window/Infinity PBR/Animation Event Manager")] // Can load this via the window menu
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static void Init()
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{
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GetWindow(typeof(AnimationEventCopier)); // Brings this window to the front
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}
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void OnGUI()
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{
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scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
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// Show a title box and object fields
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EditorGUILayout.HelpBox ("SINGLE CLIP COPY\n\nChoose a source clip and a target clip. Names do not need to match. The " +
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"Animation Events and Clip Settings will be copied from the source to the target.", MessageType.Info);
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EditorGUILayout.BeginHorizontal();
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sourceObject = EditorGUILayout.ObjectField("Source", sourceObject, typeof(AnimationClip), true) as AnimationClip;
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targetObject = EditorGUILayout.ObjectField("Target", targetObject, typeof(AnimationClip), true) as AnimationClip;
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EditorGUILayout.EndHorizontal();
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// If both objects are present, show the copy button
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if (sourceObject != null && targetObject != null)
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{
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if (GUILayout.Button ("Copy Single Clip")) {
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Undo.RecordObject(targetObject, "Undo Clip Event Copy");
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CopyData (sourceObject, targetObject);
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}
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EditorGUILayout.HelpBox ("Source Event Count: " + AnimationUtility.GetAnimationEvents (sourceObject).Length + "\n\n" +
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"Target Event Count: " + AnimationUtility.GetAnimationEvents (targetObject).Length, MessageType.Info);
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}
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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// Show a title box and object fields
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EditorGUILayout.HelpBox ("ALL CLIP COPY\n\nChoose a source GameObject and a target GameObject. For all clips where the names" +
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" match, the Events & Clip Settings will be copied.\n\nNOTE: \"Name\" of the clip is taken from the Animator Controller component, " +
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"as is the Animation Clip. Because of this, each GameObject should have a *different* Animator Component attached.", MessageType.Info);
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EditorGUILayout.BeginHorizontal();
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sourceGameObject = EditorGUILayout.ObjectField("Source", sourceGameObject, typeof(GameObject), true) as GameObject;
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targetGameObject = EditorGUILayout.ObjectField("Target", targetGameObject, typeof(GameObject), true) as GameObject;
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EditorGUILayout.EndHorizontal();
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// If both objects are present, show the copy button
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if (sourceGameObject != null && sourceGameObject != null)
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{
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if (GUILayout.Button ("Copy All Clips")) {
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Undo.RecordObject(targetGameObject, "Undo Clip Event Copy");
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CopyAllData (sourceGameObject, targetGameObject);
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}
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EditorGUILayout.HelpBox ("Source Clip Count: " + AnimationUtility.GetAnimationClips (sourceGameObject).Length + "\n\n" +
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"Target Clip Count: " + AnimationUtility.GetAnimationClips (targetGameObject).Length, MessageType.Info);
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/* Uncoment this section if you'd like to see a list of each Clip with the number of events on it. Good for debugging
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for (int i = 0; i < AnimationUtility.GetAnimationClips (sourceGameObject).Length; i++) {
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EditorGUILayout.LabelField ("Source Clip " + AnimationUtility.GetAnimationClips (sourceGameObject) [i].name, AnimationUtility.GetAnimationEvents (AnimationUtility.GetAnimationClips (sourceGameObject) [i]).Length + " Events");
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}
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for (int i = 0; i < AnimationUtility.GetAnimationClips (targetGameObject).Length; i++) {
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EditorGUILayout.LabelField ("Target Clip " + AnimationUtility.GetAnimationClips (targetGameObject) [i].name, AnimationUtility.GetAnimationEvents (AnimationUtility.GetAnimationClips (targetGameObject) [i]).Length + " Events");
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}
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*/
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}
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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EditorGUILayout.Space ();
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// Show a title box and object fields
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EditorGUILayout.HelpBox ("UTILITIES\n\nThese buttons may be of use. Backup your project first, if you're not sure!", MessageType.Info);
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if (GUILayout.Button ("Copy All SOURCE Names to TARGET")) {
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if (EditorUtility.DisplayDialog ("Copy Source Names", "Are you sure you want to copy all SOURCE names to TARGET?", "Confirm", "Cancel")) {
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CopyClipNames (sourceGameObject, targetGameObject);
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}
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Copy All TARGET Names to SOURCE")) {
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if (EditorUtility.DisplayDialog ("Copy Target Names", "Are you sure you want to copy all TARGET names to SOURCE?", "Confirm", "Cancel")) {
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CopyClipNames (targetGameObject, sourceGameObject);
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}
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}
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EditorGUILayout.Space ();
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EditorGUILayout.BeginHorizontal();
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eraseObject = EditorGUILayout.ObjectField("Object to Erase", eraseObject, typeof(GameObject), true) as GameObject;
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if (eraseObject) {
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if (GUILayout.Button ("Erase All Events")) {
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if (EditorUtility.DisplayDialog ("Erase Events", "Are you sure you want to Erase All Events?", "Confirm", "Cancel")) {
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EraseEvents (eraseObject);
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}
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}
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndScrollView ();
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}
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void EraseEvents(GameObject targetObject){
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AnimationClip[] targetClips = AnimationUtility.GetAnimationClips (targetObject);
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for (int i = 0; i < targetClips.Length; i++) {
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EraseEvent (targetClips [i]);
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}
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}
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void EraseEvent(AnimationClip targetClip){
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AnimationUtility.SetAnimationEvents(targetClip, null);
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}
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/// <summary>
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/// This will copy the names from one to the other. It's somewhat dangerous, as it just goes by the number of clips. There's no way to
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/// confirm that the names are SUPPOSED to be overwritten. The intent is that one Animator Component is a copy of the other, each with
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/// one set of clips (the old and the new). However, the clip names may have changed in the process, and this is faster than doing it
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/// by hand.
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/// </summary>
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/// <param name="copyFrom">Copy from.</param>
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/// <param name="copyTo">Copy to.</param>
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void CopyClipNames(GameObject copyFrom, GameObject copyTo){
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AnimationClip[] fromClips = AnimationUtility.GetAnimationClips (copyFrom); // Get all source clips
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AnimationClip[] toClips = AnimationUtility.GetAnimationClips (copyTo); // Get all target Clips
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for (int i = 0; i < fromClips.Length; i++) {
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if (toClips.Length >= i - 1) {
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string oldName = toClips [i].name;
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toClips [i].name = fromClips[i].name;
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Debug.Log(oldName + " is now " + toClips [i].name);
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}
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}
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}
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/// <summary>
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/// Copies the events from sourceAnimClip to targetAnimClip
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/// </summary>
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/// <param name="sourceAnimClip">Source animation clip.</param>
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/// <param name="targetAnimClip">Target animation clip.</param>
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void CopyData(AnimationClip sourceClip, AnimationClip targetClip)
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{
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EraseEvent (targetClip); // Remove all events
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AnimationUtility.SetAnimationEvents(targetClip, AnimationUtility.GetAnimationEvents (sourceClip)); // Copy Events
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AnimationUtility.SetAnimationClipSettings(targetClip, AnimationUtility.GetAnimationClipSettings(sourceClip)); // Copy Clip Settings
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Debug.Log ("Copying " + AnimationUtility.GetAnimationEvents (sourceClip).Length + " event from " + sourceClip.name + " to " + targetClip.name + " (" + AnimationUtility.GetAnimationEvents (targetClip).Length + " events)");
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}
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/// <summary>
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/// Searches the source matched clip names in target, and will copy the data over.
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/// </summary>
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/// <param name="source">Source.</param>
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/// <param name="target">Target.</param>
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void CopyAllData(GameObject source, GameObject target){
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AnimationClip[] animationClipsSource = AnimationUtility.GetAnimationClips (source); // Get all source clips
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AnimationClip[] animationClipsTarget = AnimationUtility.GetAnimationClips (target); // Get all target Clips
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Debug.Log ("Copying data from " + animationClipsSource.Length + " clips in " + source.name + " to " + animationClipsTarget.Length + " clips in " + target.name);
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for (int i = 0; i < animationClipsSource.Length; i++) { // For each source Clip...
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bool foundMatch = false; // Check to make sure we found a match
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for (int n = 0; n < animationClipsTarget.Length; n++) { // ... & For each target clip...
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if (animationClipsSource [i].name == animationClipsTarget [n].name) { // ...If the names match
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CopyData (animationClipsSource [i], animationClipsTarget [n]); // Copy data
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foundMatch = true; // Toggle true
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}
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}
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if (!foundMatch) {
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// Give a warning to the user, in case they have a spelling error or something.
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Debug.LogWarning ("Warning: There was no matching clip called " + animationClipsSource [i].name + " found. " +
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"(Target name for this ID was " + animationClipsTarget [i].name + ")");
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}
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}
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}
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} |