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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace ActionTool
{
public static class ActionManager
{
public static string s_AnimFolder = "Assets/Art/Animations/";
public static string s_Controller = "Assets/ActionTool/controller_temp.controller";
public static string s_AnimationDataFolder = "Assets/Data/AnimationData/";
public static string s_UnitDataFolder = "Assets/Data/UnitData/";
public static ActionEditor AnimationWindow;
public static ActionPreviewEditor PreviewWindow;
public static ActionEventEditor EventEditWindow;
public static ActionColliderEditor ColliderWindow;
public const int FPS = 30;
public static float Speed = 1;
public static GameObject CurrentUnit
{
get
{
return s_CurrentUnit;
}
}
public static string CurrentAnimationName
{
get
{
return s_CurrentAnimationName;
}
}
private static GameObject s_CurrentUnit;
private static string s_CurrentAnimationName;
private static GameObject s_UnitInstance;
private static Animator s_Animator;
private static AnimatorOverrideController s_OverrideContorller;
private static ActionData s_CurActionData;
public static Vector3 s_InitPosition = Vector3.zero;
public static Quaternion s_InitRotation = Quaternion.identity;
private static bool s_IsPlay;
public static bool IsPlay { get { return s_IsPlay; } }
public static void OnSelectObj(GameObject obj)
{
Release();
s_CurrentUnit = obj;
if(s_CurrentUnit != null)
{
s_UnitInstance = GameObject.Instantiate(obj);
InitializeUnitInstance(s_UnitInstance);
}
}
public static void OnSelectAnimation(string animation)
{
s_CurrentAnimationName = animation;
if(PreviewWindow == null)
PreviewWindow = EditorWindow.GetWindow<ActionPreviewEditor>();
PreviewWindow.Repaint();
string animpath = s_AnimFolder + s_CurrentUnit.name + "/" + animation + ".anim";
AnimationClip clip = AssetDatabase.LoadAssetAtPath(animpath, typeof(AnimationClip)) as AnimationClip;
if(clip)
{
s_OverrideContorller["EmptyAction"] = clip;
}
if(s_CurActionData == null)
s_CurActionData = new ActionData();
s_CurActionData.Initialize(s_Animator, clip);
}
public static bool HasSelectObj()
{
return s_CurrentUnit != null;
}
public static string GetUnitName()
{
if (s_CurrentUnit == null)
return null;
return s_CurrentUnit.name;
}
public static void Release()
{
if(s_UnitInstance != null)
GameObject.DestroyImmediate(s_UnitInstance);
s_UnitInstance = null;
s_CurrentUnit = null;
s_CurrentAnimationName = null;
s_Animator = null;
}
private static void InitializeUnitInstance(GameObject unit)
{
if (unit == null)
return;
unit.transform.position = s_InitPosition;
unit.transform.rotation = s_InitRotation;
s_Animator = unit.GetComponentInChildren<Animator>();
if(s_Animator == null)
{
Debug.LogError("[ActionTool] 角色prefab下没有animator");
return;
}
RuntimeAnimatorController controller = AssetDatabase.LoadAssetAtPath(s_Controller, typeof(RuntimeAnimatorController)) as RuntimeAnimatorController;
if(controller == null)
{
Debug.LogError("[ActionTool] 文件丢失" + s_Controller);
return;
}
s_OverrideContorller = new AnimatorOverrideController(controller);
s_OverrideContorller.name = "override controller";
s_Animator.runtimeAnimatorController = s_OverrideContorller;
UnitRootMotion rootMotion = s_UnitInstance.GetComponent<UnitRootMotion>();
Object.DestroyImmediate(rootMotion);
}
public static void UpdateFrame()
{
if (s_CurActionData != null)
s_CurActionData.UpdateFrame();
}
public static void Pause()
{
s_IsPlay = !s_IsPlay;
if(s_IsPlay && s_CurActionData != null)
{
s_CurActionData.SetCurrentAnimTime(0);
s_CurActionData.StartFrame();
}
}
}
}
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