using UnityEngine; using UnityEditor; public class AnimTools : EditorWindow { public float hSliderValue = 1.0F; /// /// Update all animation avatar masks, if they are set to copy another avatar mask and this mask has changed. /// /// /// This is to stop the user from having to update the masks of all dependant animation clips everytime a "Source" mask changes. /// Fall out of not having resource dependencies, but needing them anyway. /// [MenuItem("A2/Animation/Update Animation Masks")] static void UpdateAnimationMasks() { var guids = AssetDatabase.FindAssets("t:animation"); foreach (var guid in guids) { var assetPath = AssetDatabase.GUIDToAssetPath(guid); var modelImporter = AssetImporter.GetAtPath(assetPath) as ModelImporter; if (modelImporter == null) continue; var clips = modelImporter.clipAnimations; var clipSettingUpdated = false; foreach (var clip in clips) { if (clip.maskType != ClipAnimationMaskType.CopyFromOther) continue; if (clip.maskNeedsUpdating) { Debug.Log("Updating mask for clip: " + clip.name); clip.ConfigureClipFromMask(clip.maskSource); clipSettingUpdated = true; } } if (clipSettingUpdated) { Debug.Log("Clip Settings Updated!"); modelImporter.clipAnimations = clips; modelImporter.SaveAndReimport(); } } } /// /// Update all animation avatar definitions, if they are set to copy another avatar definition. /// /// /// This is to stop the user from having to update the avatar definition of all dependant avatars everytime a "Source" definition changes. /// Fall out of not having resource dependencies, but needing them anyway. /// [MenuItem("A2/Animation/Update Avatar References")] static void UpdateAvatarReferences() { var guids = AssetDatabase.FindAssets("t:model"); foreach (var guid in guids) { var assetPath = AssetDatabase.GUIDToAssetPath(guid); var modelImporter = AssetImporter.GetAtPath(assetPath) as ModelImporter; if (modelImporter == null) continue; if (modelImporter.sourceAvatar) { Debug.Log("Updating source avatar for model: " + assetPath); modelImporter.sourceAvatar = modelImporter.sourceAvatar; modelImporter.SaveAndReimport(); } } } }