U3D中的又一个坑

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEditor;
 4 using UnityEngine;
 5 
 6 public class animImport : AssetPostprocessor
 7 {
 8 
 9     //fbx动画导入前的处理,对动画集进行切分,转成单个的动画子集
10     void OnPreprocessAnimation()
11     {
12         var modelImporter = assetImporter as ModelImporter;
13         var anims = new ModelImporterClipAnimation[10];
14         for (var i = 0; i < anims.Length; ++i)
15         {
16             anims[i] = new ModelImporterClipAnimation();
17             anims[i].takeName = "hello-" + i;
18             anims[i].name = "hello-" + i;
19         }
20 
21         //错误写法
22         //这里的clipAnimations是个属性,对它赋值时会调用它的set方法,该方法会检测数组的每个元素,有一个为NULL就报错,示例如下:
23         modelImporter.clipAnimations = new ModelImporterClipAnimation[10]; //有10个元素的数组,每个都是NULL,运行时报错
24 
25         //正确写法
26         //modelImporter.clipAnimations =操作一旦执行,对clipAnimations中的任何元素的更改都不再起作用,必须在此操作前执行更改
27         modelImporter.clipAnimations = anims;
28         for (var i = 0; i < modelImporter.clipAnimations.Length; ++i)
29         {
30             //anims[i].name更改了,但modelImporter.clipAnimations[i].name没更改,
31             //虽然语法上它们仍指向同一变量,应该是内部特殊处理
32             anims[i].name = "ani-" + i;
33             anims[i].takeName = "ani-" + i;
34         }
35         
36     }
37 }
原文地址:https://www.cnblogs.com/timeObjserver/p/8296679.html