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Current animator state name?

Discussion in 'Animation' started by Rodolfo-Rubens, Jun 9, 2015.

  1. jhughes2112

    jhughes2112

    Joined:
    Nov 20, 2014
    Posts:
    42
    Hey all. Waaaay up near the top was a runtime solution using reflection by @alpha-cast (which is awesome, thanks!). If you want to just collect all the state names, whether full or short, and do so in the editor, here's a quick inspector that shows you how to do it. Just drag the animator controller onto the inspector field and it'll collect all the states in your whole animator. What you do with it from this point on is up to you. (Obviously, change the name of MyObjType to a script you actually have somewhere... doesn't matter what.)

    Hope this helps someone!

    JH

    Code (CSharp):
    1. [CustomEditor(typeof(MyObjType))]
    2. class AnimInspector : Editor
    3. {
    4.     public UnityEditor.Animations.AnimatorController controller;
    5.    
    6.     private HashSet<UnityEditor.Animations.AnimatorStateMachine> statesVisited = new HashSet<UnityEditor.Animations.AnimatorStateMachine>();
    7.     private HashSet<string> stateNames = new HashSet<string>();
    8.  
    9.     private void RecurseStates(UnityEditor.Animations.AnimatorStateMachine asm)
    10.     {
    11.         statesVisited.Add(asm);
    12.  
    13.         foreach (var states in asm.states)  // collect state names, ignore collisions
    14.         {
    15.             stateNames.Add(states.state.name);
    16.         }
    17.         foreach (var childState in asm.stateMachines)
    18.         {
    19.             if (statesVisited.Contains(childState.stateMachine)==false)
    20.                 RecurseStates(childState.stateMachine);
    21.         }
    22.     }
    23.  
    24.     public override void OnInspectorGUI()
    25.     {
    26.         base.OnInspectorGUI();
    27.         UnityEditor.Animations.AnimatorController newController = (UnityEditor.Animations.AnimatorController)EditorGUILayout.ObjectField(new GUIContent("Animator Controller"), controller, typeof(UnityEditor.Animations.AnimatorController), false);
    28.         if (controller != newController)
    29.         {
    30.             controller = newController;
    31.  
    32.             // reset and retraverse all states
    33.             statesVisited.Clear();
    34.             stateNames.Clear();
    35.             if (controller!=null)
    36.             {
    37.                 foreach (var layer in controller.layers)
    38.                 {
    39.                     RecurseStates(layer.stateMachine);
    40.                 }
    41.             }
    42.         }
    43.  
    44.         foreach (string stateName in stateNames)
    45.         {
    46.             EditorGUILayout.LabelField(stateName);
    47.         }
    48.     }
    49.  
    50. }
    51.  
     
    andreyefimov2010 likes this.
  2. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    2,640
    Nice editor script . However your recommendation to use a reflection based method as though it is the cat's meow is not a good recommendation. Game devs should always have performance in mind and throw out their MSDN practices and work with the engine which marshalls C#..a scripting language.. into C++ at compile time. Reflection is ssslllooowwwww. https://jacksondunstan.com/articles/2972
     
  3. SilentSin

    SilentSin

    Joined:
    Jan 3, 2013
    Posts:
    264
    It's an editor script. Its runtime performance doesn't matter because it doesn't exist at runtime, that's why its called an editor script. And if you actually read the script, it's not even using any reflection.

    It seems like a rather clunky solution to me, but an editor script is exactly the place where inefficient operations like this and reflection should be performed.
     
  4. R1PFake

    R1PFake

    Joined:
    Aug 7, 2015
    Posts:
    213
    Im not 100% sure what you mean with this comment, but Unity doesn't compile C# into C++ at compile time unless you use IL2CPP (for example for mobile) but a "normal" desktop game is compiled as C# (IL) dll and the engine code itself (which is C++) calls the C# code at runtime.
     
  5. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    2,640
    That is why it was said good editor script but pointing to a runtime solution was not optimal performance wise. I would use this script to gather the stateNames into a string builtin array and creating a stateBool matching bool builtin array. By passing the name of the next state into a loop and seeking the match of either bool or string as is suited to your triggering method you have only one current string stateName which stateNames index matches the index of the bool which is true and the loop turns all others false. Superfast and bulletproof.
     
  6. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    2,640
    Thanks for clarifying the jargon. I admit. I am not a jargon guy. I am a programmer/technical artist/procedural animator. More like the backyard hotrod mechanic whose bondoed jalopy will outperform the factory trained mechanics every time in the quarter mile. .. Fact remains..C# is not the final leg of the journey before display..so whatever is in C# to my sensibilities is still scripting the C++ when all is said and done per frame. The less of this you are pipelining the better the performance.
     
  7. FireGreeks

    FireGreeks

    Joined:
    Jan 14, 2017
    Posts:
    4
    For those still searching for a solution years after this, after some hours of thinking, I came up with this code/script :

    Code (CSharp):
    1. static public T GetInDictionnary<T>(List<T> list, System.Func<T, bool> method)
    2.     {
    3.         T toReturn = default(T);
    4.         foreach (T t in list)
    5.         {
    6.             if (method(t))
    7.                 toReturn = t;
    8.         }
    9.         return toReturn;
    10.     }
    NOTE: This code can also be used for any List or Dictionary with any key type...

    List<T> list
    is a list with all the names of the
    AnimationStates 
    (I know this work but its just copy pasting, takes a couple of minutes). This function is called like this :

    Code (CSharp):
    1. GetInDictionnary<string>(ListofAllStates,(name) => {return animatorStateInfo.IsName(name); });
    Using the lambda expression, you check through every existing state if the name of the state is equal to the current
    AnimationState
    and then returns
    name
    if true.

    This is a pretty good workaround, just needs a bit of copy-pasting... Unity is great but come on, it just takes one line of code to implement this. There must be a reason they didn't do it. But, here you go, you're welcome...
     
  8. wechat_os_Qy04nNLpF6XvuRptWsvltyzug

    wechat_os_Qy04nNLpF6XvuRptWsvltyzug

    Joined:
    Feb 12, 2019
    Posts:
    1
    to 2d project,here is a simple but not universal way:
    animator takes effect by changing the spriterenderer.sprite (on the same game object).the name of sprite is like “xxx_01”,"xxx" is texture name.so if your state names just equal the names of texture,it could be get while game running.
    Code (CSharp):
    1. public string get_anime_name_now()
    2.     {
    3.         string sp=gameObject.GetComponent<SpriteRenderer>().sprite.name;
    4.         string[] subs=sp.Split('_');
    5.         return sp.Substring(0,sp.Length-subs[subs.Length-1].Length-1);
    6.     }