Class LegionAnimation
- Namespace
- PixelUnitStudio.Editor
- Assembly
- PixelUnitStudio.Editor.dll
Builds AnimationClips and an Animator from legion_anims.json, and exports the motions as 64×64 1:1 pixel frame sheets.
public static class LegionAnimation
- Inheritance
-
LegionAnimation
- Inherited Members
Fields
ControllerPath
public const string ControllerPath = "Assets/PixelUnitStudio/Generated/Animations/Legion.controller"
Field Value
Methods
BuildClips()
public static void BuildClips()
ExportHero(LegionUnit, string)
Exports a saved hero using the motions of its back-hand weapon type. Looks up the motion set of the weapon option in the catalog.
public static string ExportHero(LegionUnit unit, string outputPng)
Parameters
unitLegionUnitoutputPngstring
Returns
ExportSavedHeroes()
Exports every hero in the save folder to Exports/Heroes/<code>.png(.json). Returns the exported paths.
public static List<string> ExportSavedHeroes()
Returns
ExportSheet(GameObject, string, Dictionary<string, int>, string)
Renders every motion of the rig prefab frame by frame and saves them as a sheet, one motion per row. Given a motionSet (spear, heavy, bow, etc.) it exports that weapon type's motions; left empty it exports the default (sword, axe, blunt) motions. Frames are 64×64 by default (origin: horizontal center, ground 2px from the bottom); if big or long weapons have pixels outside that, all frames are widened to fit (in steps of 8px horizontally and vertically). The origin is at the same spot in every frame, and size and origin are written to the .json.
public static string ExportSheet(GameObject prefab, string outputPng, Dictionary<string, int> sortOverrides = null, string motionSet = null)
Parameters
prefabGameObjectoutputPngstringsortOverridesDictionary<string, int>motionSetstring