script | MonoScript class to instantiate. |
int Returns instance id of created object, returns 0 if something is not valid.
This function will create a StateMachineBehaviour instance based on the class define in this script.
This function will validate that the monoscript is a valid statemachine behaviour, the class must be a sub class of StateMachineBehaviour and shouldn't be a generic. See Also: StateMachineBehaviour.
#pragma strict class AddSMB { public function DoAddStateMachineBehaviour(state: UnityEditor.Animations.AnimatorState, monoScript: MonoScript) { if (state == null)return ; var instanceID: int = AnimatorController.CreateStateMachineBehaviour(monoScript); if (instanceID == 0) { Debug.LogError("Could not create state machine behaviour " + monoScript.name); return ; } state.AddBehaviour(instanceID); var obj = EditorUtility.InstanceIDToObject(id); if (obj == null) Debug.LogError("No object could be found with instance id: " + id); else AssetDatabase.AddObjectToAsset(obj, state); } }
using UnityEditor; using UnityEditor.Animations; using UnityEngine;
public class AddSMB { public void DoAddStateMachineBehaviour(UnityEditor.Animations.AnimatorState state, MonoScript monoScript) { if (state == null) return;
int instanceID = AnimatorController.CreateStateMachineBehaviour(monoScript); if (instanceID == 0) { Debug.LogError("Could not create state machine behaviour " + monoScript.name); return; }
state.AddStateMachineBehaviour(monoScript.GetClass());
var obj = EditorUtility.InstanceIDToObject(instanceID); if (obj == null) Debug.LogError("No object could be found with instance id: " + instanceID); else AssetDatabase.AddObjectToAsset(obj, state.ToString()); } }
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