Files
Colosseum/Assets/_Game/Scripts/Editor/ReverseAnimation.cs
dal4segno 5c2b9ccb69 feat: 애니메이션 클립 병합/잘라내기 에디터 툴 추가 및 메뉴 통합
- AnimationClipMerger: 여러 클립을 순서 조정 후 이어 붙이는 에디터 윈도우 추가
- AnimationClipTrimmerWindow: 시작/종료 프레임 지정으로 클립 잘라내기 에디터 윈도우 추가
- 기존 애니메이션 에디터 툴 메뉴를 Tools/Animation/ 서브메뉴로 통합
  - Merge Clips, Trim Clip, Reverse Clip, Section Speed Editor
2026-04-02 00:11:20 +09:00

84 lines
2.4 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
/// <summary>
/// 선택한 AnimationClip의 키프레임 순서를 반전합니다.
/// FBX 임포트 클립에는 적용 불가 — 우선 Extract 후 사용하세요.
/// </summary>
public static class ReverseAnimation
{
public static AnimationClip GetSelectedClip()
{
var clips = Selection.GetFiltered(typeof(AnimationClip), SelectionMode.Assets);
if (clips.Length > 0)
return clips[0] as AnimationClip;
return null;
}
[MenuItem("Tools/Animation/Reverse Clip")]
public static void Reverse()
{
var clip = GetSelectedClip();
if (clip == null)
return;
float clipLength = clip.length;
List<AnimationCurve> curves = new List<AnimationCurve>();
EditorCurveBinding[] editorCurveBindings = AnimationUtility.GetCurveBindings(clip);
foreach (EditorCurveBinding i in editorCurveBindings)
{
var curve = AnimationUtility.GetEditorCurve(clip, i);
curves.Add(curve);
}
clip.ClearCurves();
for (int i = 0; i < curves.Count; i++)
{
var curve = curves[i];
var binding = editorCurveBindings[i];
var keys = curve.keys;
int keyCount = keys.Length;
var postWrapmode = curve.postWrapMode;
curve.postWrapMode = curve.preWrapMode;
curve.preWrapMode = postWrapmode;
for (int j = 0; j < keyCount; j++)
{
Keyframe K = keys[j];
K.time = clipLength - K.time;
var tmp = -K.inTangent;
K.inTangent = -K.outTangent;
K.outTangent = tmp;
keys[j] = K;
}
curve.keys = keys;
clip.SetCurve(binding.path, binding.type, binding.propertyName, curve);
}
// AnimationEvent 시간도 반전
var events = AnimationUtility.GetAnimationEvents(clip);
if (events.Length > 0)
{
for (int i = 0; i < events.Length; i++)
{
events[i].time = clipLength - events[i].time;
}
AnimationUtility.SetAnimationEvents(clip, events);
}
Debug.Log("[ReverseAnimation] Animation reversed: " + clip.name);
EditorUtility.SetDirty(clip);
}
}