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AnimatorControllerData.cs
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AnimatorControllerData.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
public class AnimatorControllerData : ScriptableObject
{
private static string FullPath
{
get
{
return string.Format("Assets/Resources/{0}.asset", AnimatorControllerData.AssetName);
}
}
public static AnimatorControllerData Instance
{
get
{
if (!AnimatorControllerData.instance)
{
AnimatorControllerData.instance = Resources.Load<AnimatorControllerData>(AnimatorControllerData.AssetName);
}
return AnimatorControllerData.instance;
}
}
private int ControllerIndex(int hash)
{
int num = 0;
foreach (AnimatorControllerData.ControllerData controllerData in this.Controllers)
{
if (controllerData.ControllerHash == hash)
{
return num;
}
num++;
}
return -1;
}
public AnimatorControllerData.ControllerData GetData(int hash)
{
int num = this.ControllerIndex(hash);
if (num < 0)
{
num = this.Controllers.Count;
this.Controllers.Add(new AnimatorControllerData.ControllerData(hash));
}
return this.Controllers[num];
}
private static string AssetName = "AnimatorControllerData";
private static AnimatorControllerData instance;
public List<AnimatorControllerData.ControllerData> Controllers = new List<AnimatorControllerData.ControllerData>();
public enum ParamType
{
Bool,
Int,
Float,
Trigger
}
[Serializable]
public class Parameter
{
public string Name = string.Empty;
public AnimatorControllerData.ParamType ParamType = AnimatorControllerData.ParamType.Float;
}
[Serializable]
public class ControllerData
{
public ControllerData(int hash)
{
this.ControllerHash = hash;
}
public string Name = string.Empty;
public int ControllerHash;
public AnimatorControllerData.Parameter[] Parameters = new AnimatorControllerData.Parameter[0];
}
}