用途:列出动画的第1帧与预制体GameObject当前值不同的,需要同步的可以手动同步
效果图
public struct ValueNotSameItem {public EditorCurveBinding curveBinding; //关联参数public AnimationCurve animCurve; //动画曲线public float kfValue; //动画曲线上第1帧的值public float objValue; //预制体中GameObject上的值 }
public class AnimClipSyncToolWnd : EditorWindow {[MenuItem("MyTools/AnimClipSyncToolWnd", false, 1)]static void ShowWindow(){var win = GetWindow(typeof(AnimClipSyncToolWnd), false, "AnimClipSyncToolWnd");win.minSize = new Vector2(500, 300);}private Vector2 m_ScrollPos;private GameObject m_PrefabAsset; //预制体资源private Animator m_Animator; //预制体根节点上的Animator组件private AnimationClip[] m_AnimClips; //Animator状态机下的所有动画文件private string[] m_AnimClipOptions;private int m_AnimClipOptionIndex;private List<string> m_NodePathList = new List<string>(); //值不同的节点路径private Dictionary<string, List<ValueNotSameItem>> m_ValueNotSameItemsDict = new Dictionary<string, List<ValueNotSameItem>>();private bool m_PrefabRefreshFlag = false;private void OnEnable(){m_PrefabRefreshFlag = true;Undo.undoRedoPerformed += On_UndoRedoPerformed;}private void OnDisable(){Undo.undoRedoPerformed -= On_UndoRedoPerformed;}private void On_UndoRedoPerformed(){var grpName = Undo.GetCurrentGroupName();Debug.Log($"undoRedo: {grpName}");m_PrefabRefreshFlag = true;}private void OnGUI(){m_ScrollPos = EditorGUILayout.BeginScrollView(m_ScrollPos);{OnGUI_ScrollView();}EditorGUILayout.EndScrollView();}private void OnGUI_ScrollView(){var prefabAsset = (GameObject)EditorGUILayout.ObjectField("Prefab", m_PrefabAsset, typeof(GameObject), false);bool isPrefabChange = m_PrefabAsset != prefabAsset;if (null != m_PrefabAsset){if (GUILayout.Button($"Refresh"))isPrefabChange = true;}if (m_PrefabRefreshFlag || isPrefabChange){m_PrefabRefreshFlag = false;m_PrefabAsset = prefabAsset;m_Animator = null;m_AnimClips = null;m_AnimClipOptions = null;m_AnimClipOptionIndex = 0;m_NodePathList.Clear();m_ValueNotSameItemsDict.Clear();if (null != m_PrefabAsset){m_Animator = m_PrefabAsset.GetComponent<Animator>();if (null != m_Animator)RefreshAnimClips(m_Animator);}}if (null == m_PrefabAsset) return;if (null == m_Animator){EditorGUILayout.LabelField("No Animator !!!");return;}foreach (var path in m_NodePathList){var list = m_ValueNotSameItemsDict[path];EditorGUILayout.LabelField(path);EditorGUI.indentLevel = 1;for (int j = 0; j < list.Count; ++j){var item = list[j];EditorGUILayout.BeginHorizontal();EditorGUILayout.LabelField($"{item.curveBinding.propertyName}: obj: {item.objValue}, kf: {item.kfValue}");if (GUILayout.Button("set as obj", GUILayout.Width(70))){float delta = item.objValue - item.kfValue;item.kfValue = item.objValue;list[j] = item;//所有帧+delta值var keyFrames = item.animCurve.keys;for (int i = 0; i < keyFrames.Length; ++i){var kf = keyFrames[i];kf.value = TrimFloat(kf.value + delta);item.animCurve.MoveKey(i, kf);}//保存var clip = m_AnimClips[m_AnimClipOptionIndex];Undo.RecordObject(clip, "all keyFrames+delta");AnimationUtility.SetEditorCurve(clip, item.curveBinding, item.animCurve);EditorUtility.SetDirty(clip);AssetDatabase.SaveAssets();Repaint();}if (GUILayout.Button("set as kf", GUILayout.Width(70))){item.objValue = item.kfValue;list[j] = item;OnClick_SetAsKf(item);}EditorGUILayout.EndHorizontal();}EditorGUI.indentLevel = 0;EditorGUILayout.Space(5); //条目间隔 }}//刷新Animator状态机的所有AnimClipprivate void RefreshAnimClips(Animator animat){m_AnimClips = animat.runtimeAnimatorController.animationClips;if (null != m_AnimClips && m_AnimClips.Length > 0){m_AnimClipOptions = new string[m_AnimClips.Length];for (int i = 0; i < m_AnimClips.Length; ++i){var clip = m_AnimClips[i];m_AnimClipOptions[i] = clip.name;}var curClip = m_AnimClips[m_AnimClipOptionIndex];RefreshAnimCurves(curClip);}}//刷新AnimClip的所有动画曲线private void RefreshAnimCurves(AnimationClip clip){EditorCurveBinding[] bindings = AnimationUtility.GetCurveBindings(clip); //一个property关联一个动画曲线var prefabTf = m_PrefabAsset.transform;foreach (var b in bindings){var curve = AnimationUtility.GetEditorCurve(clip, b);var kframes = curve.keys;if (kframes.Length <= 0) continue;var tf = prefabTf.Find(b.path);if (null == tf) continue;var kf0 = kframes[0];CheckFirstKeyFrame(b, curve, tf, kf0);}}private void OnClick_SetAsKf(ValueNotSameItem item){var tf = m_PrefabAsset.transform.Find(item.curveBinding.path);Undo.RecordObject(tf, "Set As kf");var rtf = tf as RectTransform;switch (item.curveBinding.propertyName){case "m_LocalPosition.x":{var pos = tf.localPosition;pos.x = item.kfValue;tf.localPosition = pos;break;}case "m_LocalPosition.y":{var pos = tf.localPosition;pos.y = item.kfValue;tf.localPosition = pos;break;}case "m_LocalPosition.z":{var pos = tf.localPosition;pos.z = item.kfValue;tf.localPosition = pos;break;}case "m_LocalScale.x":{var s = tf.localScale;s.x = item.kfValue;tf.localScale = s;break;}case "m_LocalScale.y":{var s = tf.localScale;s.y = item.kfValue;tf.localScale = s;break;}case "localEulerAnglesRaw.x":{var euler = tf.localEulerAngles;euler.x = item.kfValue;tf.localEulerAngles = euler;break;}case "localEulerAnglesRaw.y":{var euler = tf.localEulerAngles;euler.y = item.kfValue;tf.localEulerAngles = euler;break;}case "localEulerAnglesRaw.z":{var euler = tf.localEulerAngles;euler.z = item.kfValue;tf.localEulerAngles = euler;break;}case "m_AnchoredPosition.x":{var anPos = rtf.anchoredPosition;anPos.x = item.kfValue;rtf.anchoredPosition = anPos;break;}case "m_AnchoredPosition.y":{var anPos = rtf.anchoredPosition;anPos.y = item.kfValue;rtf.anchoredPosition = anPos;break;}case "m_SizeDelta.x":{var size = rtf.sizeDelta;size.x = item.kfValue;rtf.sizeDelta = size;break;}case "m_SizeDelta.y":{var size = rtf.sizeDelta;size.y = item.kfValue;rtf.sizeDelta = size;break;}}EditorUtility.SetDirty(m_PrefabAsset);//PrefabUtility.SavePrefabAsset(prefabAsset); AssetDatabase.SaveAssets();Repaint();}//检查第1帧的值, 与预制体中GameObject当前的值是否相同/// <param name="animCurve">property关联的动画曲线</param>private void CheckFirstKeyFrame(EditorCurveBinding b, AnimationCurve animCurve, Transform tf, Keyframe kf0){float objValue = 0;switch (b.propertyName){case "m_LocalPosition.x":{objValue = tf.localPosition.x;break;}case "m_LocalPosition.y":{objValue = tf.localPosition.y;break;}case "m_LocalPosition.z":{objValue = tf.localPosition.z;break;}case "m_LocalScale.x":{objValue = tf.localScale.x;break;}case "m_LocalScale.y":{objValue = tf.localScale.y;break;}case "localEulerAnglesRaw.x":{objValue = tf.localEulerAngles.x;break;}case "localEulerAnglesRaw.y":{objValue = tf.localEulerAngles.y;break;}case "localEulerAnglesRaw.z":{objValue = tf.localEulerAngles.z;break;}case "m_AnchoredPosition.x":{var rtf = (RectTransform)tf;objValue = rtf.anchoredPosition.x;break;}case "m_AnchoredPosition.y":{var rtf = (RectTransform)tf;objValue = rtf.anchoredPosition.y;break;}case "m_SizeDelta.x":{var rtf = (RectTransform)tf;objValue = rtf.sizeDelta.x;break;}case "m_SizeDelta.y":{var rtf = (RectTransform)tf;objValue = rtf.sizeDelta.y;break;}default:return;}float delta = objValue - kf0.value;if (Mathf.Abs(delta) >= 0.001f){if (!m_ValueNotSameItemsDict.TryGetValue(b.path, out var list)){list = new List<ValueNotSameItem>();m_ValueNotSameItemsDict.Add(b.path, list);m_NodePathList.Add(b.path);}var cframe = new ValueNotSameItem();cframe.animCurve = animCurve;cframe.curveBinding = b;cframe.objValue = objValue;cframe.kfValue = kf0.value;list.Add(cframe);}}public static float TrimFloat(float f){int i = (int)(f * 1000);float result = i / 1000.0f;return result;}}