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【Photon】Unity5でPhotonAnimatorViewを有効にする方法

Last updated at Posted at 2015-04-11

PUN 1.51で正式対応され、このエントリの修正は不要になりました!

Animatorの同期を行ってくれる便利なPhotonAnimatorViewですがUnity5ではEditor上での編集が無効化されており使えなくなっています( v1.50.3現在)。PhotonAnimatorView自体はUnity5でも動作しますので、今回はPhotonAnimatorViewEditorの方を編集してUnity4/Unity5の両方で使えるようにします。

以下、PhotonAnimatorViewEditorの書き換え方です。

##4~6行目

変更前
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
using UnityEditorInternal;
#endif

↓ #elseを追加し、その中でUnityEditor.AnimationsをUsingする。

変更後
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
using UnityEditorInternal;
#else
using UnityEditor.Animations;
#endif

##14~16行目

変更前
 #if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
    private AnimatorController m_Controller;
 #endif

↓ if節を削除する

変更後
    private AnimatorController m_Controller;

##59~61行目

変更前
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
        this.m_Controller = AnimatorController.GetEffectiveAnimatorController(this.m_Animator);
#endif

↓ #elseを追加して、AnimatorControllerの初期化方法を記述する。

変更後
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
        this.m_Controller = AnimatorController.GetEffectiveAnimatorController(this.m_Animator);
#else
        this.m_Controller = m_Animator.runtimeAnimatorController as AnimatorController;
#endif

##115~129行目

変更前
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
        if (this.m_Controller == null)
        {
            return 0;
        }

        return this.m_Controller.parameterCount;
#else
        if( m_Animator == null )
        {
            return 0;
        }

        return m_Animator.parameters.Length;
#endif

↓ m_Animatorの部分を削除して、parametersの長さの取得方法をUnity4/5に対応した形で書き分ける。

変更後
        if (this.m_Controller == null)
        {
            return 0;
        }

#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
        return this.m_Controller.parameterCount;
#else  
        return this.m_Controller.parameters.Length;
#endif

#134~154行目

変更前
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
        for (int i = 0; i < this.m_Controller.parameterCount; ++i)
        {
            if (this.m_Controller.GetParameter(i).name == name)
            {
                return true;
            }
        }

        return false;
#else
        for( int i = 0; i < m_Animator.parameters.Length; ++i )
        {
            if( m_Animator.parameters[ i ].name == name )
            {
                return true;
            }
        }

        return false;
#endif

↓ m_Animatorの方を削除し、parameters要素のチェック方法をUnity4/5で書き分ける。

変更後
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
        for (int i = 0; i < this.m_Controller.parameterCount; ++i)
        {
            if (this.m_Controller.GetParameter(i).name == name)
            {
                return true;
            }
        }

        return false;
#else
        return m_Controller.parameters.Any(t => t.name == name);
#endif

##196~200行目

変更前
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
            parameter = this.m_Controller.GetParameter(i);
#else
            parameter = m_Animator.parameters[ i ];
#endif

↓ #elseの中身を書き換える

変更後
#if UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
            parameter = this.m_Controller.GetParameter(i);
#else
            parameter = this.m_Controller.parameters[i];
#endif

以上でUnity5でもPhotonAnimatorViewが使えるようになります。

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