fix: 修复 UI 导航流程,添加 Debug.Log 完整日志

- 重写 PageController.cs,为所有按钮回调添加完整 Debug.Log
- 自动修复 _btnFixationBack:未赋值时自动查找 FixationPanel/BtnBack
- 自动修复 _btnExperimentBack:未赋值时自动查找 ExperimentPanel/Navbar/BtnBack
- 删除失效的 Canvas 根级冗余 BtnFixationBack
- 添加 3D 角色模型资源(man/woman 模型、动画、TextMesh Pro)
- 添加 ExperimentPanel UI 资源和 TrainingBackground 素材

测试方法:进入 Play 模式,查看 Console 以验证每个按钮的绑定状态和点击回调是否正常触发。
This commit is contained in:
yangbear
2026-06-27 13:25:58 +08:00
parent 98aeae4929
commit 2d0aaa98aa
629 changed files with 158883 additions and 47 deletions
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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
/// <summary>
/// 修复 Animator Controller 中动画片段因层级变化导致的路径丢失。
/// </summary>
public class AnimatorClipPathFixer : EditorWindow
{
private AnimatorController _controller;
private GameObject _referenceRoot;
private string _manualPrefix = "";
private string _syncStatus = "";
private MessageType _syncStatusType = MessageType.Info;
private Vector2 _scroll;
private readonly List<ClipReport> _reports = new();
private struct ClipReport
{
public AnimationClip Clip;
public int TotalBindings;
public int BrokenBindings;
public int FixedBindings;
public List<string> Messages;
}
[MenuItem("Tools/Animation/AnimatorClipPathFixer")]
public static void OpenWindow()
{
var window = GetWindow<AnimatorClipPathFixer>();
window.titleContent = new GUIContent(AnimatorClipPathFixerLoc.WindowTitle);
window.SyncFromSelection();
window.minSize = new Vector2(480, 360);
}
private void OnGUI()
{
DrawLanguageSelector();
EditorGUILayout.LabelField(AnimatorClipPathFixerLoc.Title, EditorStyles.boldLabel);
EditorGUILayout.HelpBox(AnimatorClipPathFixerLoc.HelpBox, MessageType.Info);
using (new EditorGUILayout.VerticalScope("box"))
{
_controller = EditorGUILayout.ObjectField(
AnimatorClipPathFixerLoc.FieldAnimatorController,
_controller,
typeof(AnimatorController),
false) as AnimatorController;
_referenceRoot = EditorGUILayout.ObjectField(
new GUIContent(
AnimatorClipPathFixerLoc.FieldReferenceRoot,
AnimatorClipPathFixerLoc.FieldReferenceRootTip),
_referenceRoot,
typeof(GameObject),
true) as GameObject;
_manualPrefix = EditorGUILayout.TextField(
new GUIContent(
AnimatorClipPathFixerLoc.FieldManualPrefix,
AnimatorClipPathFixerLoc.FieldManualPrefixTip),
_manualPrefix);
}
if (!string.IsNullOrEmpty(_syncStatus))
EditorGUILayout.HelpBox(_syncStatus, _syncStatusType);
EditorGUILayout.Space(4);
using (new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button(AnimatorClipPathFixerLoc.BtnDetectFromSelection))
SyncFromSelection();
GUI.enabled = _controller != null && _referenceRoot != null;
if (GUILayout.Button(AnimatorClipPathFixerLoc.BtnAnalyze))
Analyze();
if (GUILayout.Button(AnimatorClipPathFixerLoc.BtnApplyFix))
ApplyFix();
GUI.enabled = true;
}
DrawReports();
}
private void DrawLanguageSelector()
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
EditorGUILayout.LabelField(AnimatorClipPathFixerLoc.LabelLanguage, GUILayout.Width(36));
var index = (int)AnimatorClipPathFixerLoc.Current;
var newIndex = EditorGUILayout.Popup(index, AnimatorClipPathFixerLoc.LanguageOptions, GUILayout.Width(100));
if (newIndex != index)
{
AnimatorClipPathFixerLoc.Current = (AnimatorClipPathFixerLoc.Language)newIndex;
titleContent = new GUIContent(AnimatorClipPathFixerLoc.WindowTitle);
Repaint();
}
}
EditorGUILayout.Space(2);
}
private void SyncFromSelection()
{
_syncStatus = "";
_syncStatusType = MessageType.Info;
foreach (var obj in Selection.objects)
{
if (obj is AnimatorController projectController)
{
_controller = projectController;
break;
}
}
var animator = FindAnimatorFromSelection();
if (animator != null)
{
_referenceRoot = animator.gameObject;
ApplyControllerFromAnimator(animator);
return;
}
if (Selection.gameObjects.Length > 0 || Selection.activeGameObject != null)
{
_syncStatus = AnimatorClipPathFixerLoc.SyncNoAnimator;
_syncStatusType = MessageType.Warning;
return;
}
if (_controller != null)
{
_syncStatus = AnimatorClipPathFixerLoc.SyncControllerOnly(_controller.name);
_syncStatusType = MessageType.Info;
return;
}
_syncStatus = AnimatorClipPathFixerLoc.SyncSelectObject;
_syncStatusType = MessageType.Warning;
}
private void ApplyControllerFromAnimator(Animator animator)
{
var rac = animator.runtimeAnimatorController;
if (rac is AnimatorController runtimeController)
{
_controller = runtimeController;
_syncStatus = AnimatorClipPathFixerLoc.SyncAnimatorAndController(
GetHierarchyPath(animator.transform),
runtimeController.name);
return;
}
if (rac is AnimatorOverrideController overrideController)
{
var baseController = overrideController.runtimeAnimatorController as AnimatorController;
if (baseController != null)
_controller = baseController;
_syncStatus = AnimatorClipPathFixerLoc.SyncOverrideController(
GetHierarchyPath(animator.transform),
overrideController.name,
baseController?.name ?? AnimatorClipPathFixerLoc.None);
_syncStatusType = baseController != null ? MessageType.Info : MessageType.Warning;
return;
}
if (rac != null)
{
_syncStatus = AnimatorClipPathFixerLoc.SyncUnknownControllerType(
GetHierarchyPath(animator.transform),
rac.GetType().Name,
rac.name);
_syncStatusType = MessageType.Warning;
return;
}
_syncStatus = AnimatorClipPathFixerLoc.SyncNoRuntimeController(
GetHierarchyPath(animator.transform));
_syncStatusType = MessageType.Warning;
}
private static Animator FindAnimatorFromSelection()
{
var gameObjects = Selection.gameObjects;
if (gameObjects == null || gameObjects.Length == 0)
{
if (Selection.activeGameObject != null)
gameObjects = new[] { Selection.activeGameObject };
else
return null;
}
foreach (var go in gameObjects)
{
if (go == null)
continue;
var animator = go.GetComponent<Animator>();
if (animator != null)
return animator;
animator = go.GetComponentInChildren<Animator>(true);
if (animator != null)
return animator;
animator = go.GetComponentInParent<Animator>();
if (animator != null)
return animator;
}
return null;
}
private static string GetHierarchyPath(Transform t)
{
if (t == null)
return "";
var names = new List<string>();
while (t != null)
{
names.Add(t.name);
t = t.parent;
}
names.Reverse();
return string.Join("/", names);
}
private void Analyze()
{
_reports.Clear();
var animator = GetAnimator(_referenceRoot);
if (animator == null)
{
EditorUtility.DisplayDialog(
AnimatorClipPathFixerLoc.DialogTitle,
AnimatorClipPathFixerLoc.DialogNoAnimatorOnReference,
AnimatorClipPathFixerLoc.DialogOk);
return;
}
foreach (var clip in GetClips(_controller))
{
var resolver = new PathResolver(animator.transform, _manualPrefix);
_reports.Add(resolver.AnalyzeClip(clip));
}
SortReportsByBrokenBindings();
Repaint();
}
private void ApplyFix()
{
if (_controller == null || _referenceRoot == null)
return;
var animator = GetAnimator(_referenceRoot);
if (animator == null)
{
EditorUtility.DisplayDialog(
AnimatorClipPathFixerLoc.DialogTitle,
AnimatorClipPathFixerLoc.DialogNoAnimatorOnReference,
AnimatorClipPathFixerLoc.DialogOk);
return;
}
var summary = FixController(_controller, animator.gameObject, _manualPrefix);
_reports.Clear();
_reports.AddRange(summary.Reports);
SortReportsByBrokenBindings();
Repaint();
ShowFixResultDialog(summary);
}
/// <summary>
/// 含失效绑定(或仍有未修复项)的片段靠前;同类按失效数量降序,再按片段名排序。
/// </summary>
private void SortReportsByBrokenBindings()
{
_reports.Sort((a, b) =>
{
var aRemaining = Math.Max(0, a.BrokenBindings - a.FixedBindings);
var bRemaining = Math.Max(0, b.BrokenBindings - b.FixedBindings);
var aHasIssue = aRemaining > 0;
var bHasIssue = bRemaining > 0;
if (aHasIssue != bHasIssue)
return bHasIssue.CompareTo(aHasIssue);
if (aRemaining != bRemaining)
return bRemaining.CompareTo(aRemaining);
if (a.BrokenBindings != b.BrokenBindings)
return b.BrokenBindings.CompareTo(a.BrokenBindings);
return string.Compare(a.Clip?.name, b.Clip?.name, StringComparison.Ordinal);
});
}
private void DrawReports()
{
if (_reports.Count == 0)
return;
EditorGUILayout.Space(6);
EditorGUILayout.LabelField(AnimatorClipPathFixerLoc.ReportSectionTitle, EditorStyles.boldLabel);
_scroll = EditorGUILayout.BeginScrollView(_scroll);
foreach (var r in _reports)
{
using (new EditorGUILayout.VerticalScope("box"))
{
EditorGUILayout.LabelField(r.Clip != null ? r.Clip.name : "(null)", EditorStyles.boldLabel);
EditorGUILayout.LabelField(AnimatorClipPathFixerLoc.ReportBindings(
r.TotalBindings, r.BrokenBindings, r.FixedBindings));
if (r.Messages != null)
{
foreach (var msg in r.Messages.Take(30))
EditorGUILayout.LabelField(" " + msg, EditorStyles.miniLabel);
if (r.Messages.Count > 30)
EditorGUILayout.LabelField(
AnimatorClipPathFixerLoc.ReportMoreMessages(r.Messages.Count - 30),
EditorStyles.miniLabel);
}
}
}
EditorGUILayout.EndScrollView();
}
private static FixSummary FixController(AnimatorController controller, GameObject referenceRoot, string manualPrefix)
{
var summary = new FixSummary();
var animator = GetAnimator(referenceRoot);
if (animator == null || controller == null)
return summary;
var clips = GetClips(controller);
var resolver = new PathResolver(animator.transform, manualPrefix);
AssetDatabase.StartAssetEditing();
try
{
foreach (var clip in clips)
{
if (clip == null)
continue;
var report = resolver.FixClip(clip);
summary.Reports.Add(report);
summary.TotalFixed += report.FixedBindings;
if (report.FixedBindings > 0)
EditorUtility.SetDirty(clip);
}
}
finally
{
AssetDatabase.StopAssetEditing();
}
AssetDatabase.SaveAssets();
return summary;
}
private static void ShowFixResultDialog(FixSummary summary)
{
var totalFixed = summary.TotalFixed;
var unresolved = summary.Reports.Sum(r => Math.Max(0, r.BrokenBindings - r.FixedBindings));
var message =
AnimatorClipPathFixerLoc.DialogClipsProcessed(summary.Reports.Count) + "\n" +
AnimatorClipPathFixerLoc.DialogBindingsFixed(totalFixed) + "\n" +
AnimatorClipPathFixerLoc.DialogStillBroken(Math.Max(0, unresolved));
if (totalFixed == 0 && unresolved == 0)
message += "\n" + AnimatorClipPathFixerLoc.DialogNothingToFix;
EditorUtility.DisplayDialog(
AnimatorClipPathFixerLoc.DialogFixCompleteTitle,
message,
AnimatorClipPathFixerLoc.DialogOk);
}
private static Animator GetAnimator(GameObject root)
{
if (root == null)
return null;
return root.GetComponent<Animator>() ?? root.GetComponentInChildren<Animator>();
}
private static IEnumerable<AnimationClip> GetClips(AnimatorController controller)
{
if (controller == null)
yield break;
var set = new HashSet<AnimationClip>();
foreach (var clip in controller.animationClips)
{
if (clip != null && set.Add(clip))
yield return clip;
}
}
private class FixSummary
{
public readonly List<ClipReport> Reports = new();
public int TotalFixed;
}
private class PathResolver
{
private readonly Transform _animatorRoot;
private readonly string _manualPrefix;
private readonly HashSet<string> _validPaths = new();
private readonly List<string> _allPaths = new();
public PathResolver(Transform animatorRoot, string manualPrefix)
{
_animatorRoot = animatorRoot;
_manualPrefix = NormalizePrefix(manualPrefix);
BuildHierarchyPaths();
}
public ClipReport AnalyzeClip(AnimationClip clip)
{
var report = new ClipReport
{
Clip = clip,
Messages = new List<string>()
};
if (clip == null)
return report;
foreach (var binding in GetAllBindings(clip))
{
report.TotalBindings++;
if (IsPathValid(binding.path))
continue;
report.BrokenBindings++;
if (TryResolvePath(binding.path, out var newPath))
report.Messages.Add(AnimatorClipPathFixerLoc.PathPreview(binding.path, newPath));
else
report.Messages.Add(AnimatorClipPathFixerLoc.PathCannotAutoMatch(binding.path));
}
return report;
}
public ClipReport FixClip(AnimationClip clip)
{
var report = AnalyzeClip(clip);
report.FixedBindings = 0;
report.Messages.Clear();
if (clip == null || report.BrokenBindings == 0)
return report;
Undo.RecordObject(clip, "Fix Animation Paths");
RemapFloatCurves(clip, ref report);
RemapObjectCurves(clip, ref report);
return report;
}
private void RemapFloatCurves(AnimationClip clip, ref ClipReport report)
{
var bindings = AnimationUtility.GetCurveBindings(clip);
foreach (var binding in bindings)
{
if (IsPathValid(binding.path))
continue;
if (!TryResolvePath(binding.path, out var newPath))
continue;
var curve = AnimationUtility.GetEditorCurve(clip, binding);
AnimationUtility.SetEditorCurve(clip, binding, null);
var newBinding = binding;
newBinding.path = newPath;
AnimationUtility.SetEditorCurve(clip, newBinding, curve);
report.FixedBindings++;
report.Messages.Add(AnimatorClipPathFixerLoc.PathFixed(binding.path, newPath));
}
}
private void RemapObjectCurves(AnimationClip clip, ref ClipReport report)
{
var bindings = AnimationUtility.GetObjectReferenceCurveBindings(clip);
foreach (var binding in bindings)
{
if (IsPathValid(binding.path))
continue;
if (!TryResolvePath(binding.path, out var newPath))
continue;
var curve = AnimationUtility.GetObjectReferenceCurve(clip, binding);
AnimationUtility.SetObjectReferenceCurve(clip, binding, null);
var newBinding = binding;
newBinding.path = newPath;
AnimationUtility.SetObjectReferenceCurve(clip, newBinding, curve);
report.FixedBindings++;
report.Messages.Add(AnimatorClipPathFixerLoc.PathFixed(binding.path, newPath));
}
}
private bool TryResolvePath(string oldPath, out string newPath)
{
newPath = null;
if (string.IsNullOrEmpty(oldPath))
{
if (_validPaths.Contains(""))
{
newPath = "";
return true;
}
return false;
}
if (!string.IsNullOrEmpty(_manualPrefix))
{
var manual = _manualPrefix + oldPath;
if (_validPaths.Contains(manual))
{
newPath = manual;
return true;
}
}
var autoPrefix = TryDetectParentPrefix(oldPath);
if (!string.IsNullOrEmpty(autoPrefix))
{
var prefixed = autoPrefix + oldPath;
if (_validPaths.Contains(prefixed))
{
newPath = prefixed;
return true;
}
}
var suffixMatches = _allPaths
.Where(p => p == oldPath || p.EndsWith("/" + oldPath, StringComparison.Ordinal))
.ToList();
if (suffixMatches.Count == 1)
{
newPath = suffixMatches[0];
return true;
}
if (suffixMatches.Count > 1)
{
newPath = suffixMatches
.OrderBy(p => p.Length)
.First();
return true;
}
var leaf = oldPath.Split('/').LastOrDefault();
if (!string.IsNullOrEmpty(leaf))
{
var leafMatches = _allPaths
.Where(p => p == leaf || p.EndsWith("/" + leaf, StringComparison.Ordinal))
.ToList();
if (leafMatches.Count == 1)
{
newPath = leafMatches[0];
return true;
}
}
return false;
}
private bool IsPathValid(string path)
{
return _validPaths.Contains(path ?? "");
}
private void BuildHierarchyPaths()
{
_validPaths.Clear();
_allPaths.Clear();
_validPaths.Add("");
foreach (Transform child in _animatorRoot)
CollectPaths(child, child.name);
}
private void CollectPaths(Transform t, string relativePath)
{
_validPaths.Add(relativePath);
_allPaths.Add(relativePath);
foreach (Transform child in t)
CollectPaths(child, relativePath + "/" + child.name);
}
/// <summary>
/// 动画仍从旧根节点名开始,但该节点已变成 Animator 下某个子物体的后代(多包了一层父节点)。
/// </summary>
private string TryDetectParentPrefix(string oldPath)
{
var firstSegment = oldPath.Split('/')[0];
if (_animatorRoot.Find(firstSegment) != null)
return "";
foreach (Transform child in _animatorRoot)
{
if (child.Find(firstSegment) == null)
continue;
var prefix = child.name + "/";
if (_validPaths.Contains(prefix + oldPath))
return prefix;
}
return "";
}
private static string NormalizePrefix(string prefix)
{
if (string.IsNullOrWhiteSpace(prefix))
return "";
prefix = prefix.Replace('\\', '/').Trim('/');
return string.IsNullOrEmpty(prefix) ? "" : prefix + "/";
}
private static IEnumerable<EditorCurveBinding> GetAllBindings(AnimationClip clip)
{
foreach (var b in AnimationUtility.GetCurveBindings(clip))
yield return b;
foreach (var b in AnimationUtility.GetObjectReferenceCurveBindings(clip))
yield return b;
}
}
}
#endif
@@ -0,0 +1,11 @@
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serializedVersion: 2
defaultReferences: []
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@@ -0,0 +1,216 @@
#if UNITY_EDITOR
using UnityEditor;
/// <summary>
/// Animator 动画路径修复工具 — 面板文案多语言。
/// </summary>
public static class AnimatorClipPathFixerLoc
{
public enum Language
{
Chinese = 0,
Japanese = 1,
English = 2,
Korean = 3
}
private const string PrefsKey = "AnimatorClipPathFixer.Language";
public static readonly string[] LanguageOptions = { "中文", "日本語", "English", "한국어" };
private static Language _current;
static AnimatorClipPathFixerLoc()
{
_current = (Language)EditorPrefs.GetInt(PrefsKey, (int)Language.Chinese);
}
public static Language Current
{
get => _current;
set
{
if (_current == value)
return;
_current = value;
EditorPrefs.SetInt(PrefsKey, (int)value);
}
}
public static string WindowTitle => T("动画路径修复", "アニメパス修復", "Animation Path Fixer", "애니메이션 경로 복구");
public static string Title => T(
"修复 Animator 动画片段路径",
"Animator アニメクリップのパスを修復",
"Fix Animator Animation Clip Paths",
"Animator 애니메이션 클립 경로 복구");
public static string HelpBox => T(
"层级变更父节点后,动画片段里的绑定路径会失效。\n" +
"1. 在层级中选中带 Animator 的物体(或其任意子/父节点)\n" +
"2. 点击「从选中识别」自动填充 Animator 与 Controller\n" +
"3. 先「分析」查看将修复的路径,再「应用修复」",
"階層の親ノード変更後、アニメクリップ内のバインドパスが無効になります。\n" +
"1. ヒエラルキーで Animator が付いたオブジェクト(またはその子/親)を選択\n" +
"2. 「選択から認識」で Animator と Controller を自動入力\n" +
"3. 「分析」で修復内容を確認し、「修復を適用」で反映",
"After hierarchy parent changes, animation clip binding paths may break.\n" +
"1. Select an object with Animator in the Hierarchy (or any child/parent)\n" +
"2. Click \"Detect from Selection\" to fill Animator and Controller\n" +
"3. Run \"Analyze\" first, then \"Apply Fix\"",
"계층 부모 노드 변경 후 애니메이션 클립의 바인딩 경로가 무효화될 수 있습니다.\n" +
"1. Hierarchy에서 Animator가 있는 오브젝트(또는 자식/부모) 선택\n" +
"2. 「선택에서 인식」으로 Animator와 Controller 자동 입력\n" +
"3. 「분석」으로 확인 후 「수정 적용」");
public static string LabelLanguage => T("语言", "言語", "Language", "언어");
public static string FieldAnimatorController => "Animator Controller";
public static string FieldReferenceRoot => T("参考层级根物体", "参照ルート", "Reference Root", "참조 루트");
public static string FieldReferenceRootTip => T(
"带 Animator 的物体,动画路径相对此节点解析",
"Animator が付いたオブジェクト。パスはこのノード基準で解決",
"Object with Animator; paths resolve relative to this node",
"Animator가 붙은 오브젝트. 경로는 이 노드 기준으로 해석");
public static string FieldManualPrefix => T("手动路径前缀", "手動パス接頭辞", "Manual Path Prefix", "수동 경로 접두사");
public static string FieldManualPrefixTip => T(
"自动匹配失败时,为所有失效路径统一添加此前缀(如 NewParent/",
"自動一致に失敗した場合、無効なパスに一律で付与(例: NewParent/",
"When auto-match fails, prepend this to all broken paths (e.g. NewParent/)",
"자동 매칭 실패 시 모든 무효 경로에 접두사 추가 (예: NewParent/)");
public static string BtnDetectFromSelection => T("从选中识别", "選択から認識", "Detect from Selection", "선택에서 인식");
public static string BtnAnalyze => T("分析", "分析", "Analyze", "분석");
public static string BtnApplyFix => T("应用修复", "修復を適用", "Apply Fix", "수정 적용");
public static string SyncNoAnimator => T(
"选中物体上未找到 Animator(已搜索自身、子级、父级)。",
"選択オブジェクトに Animator が見つかりません(自身・子・親を検索済み)。",
"No Animator found on selection (searched self, children, and parents).",
"선택 오브젝트에서 Animator를 찾을 수 없습니다(자신·자식·부모 검색).");
public static string SyncControllerOnly(string controllerName) => T(
$"已同步 Project 中的 Controller{controllerName}\n请在层级中选中带 Animator 的物体。",
$"Project の Controller を同期しました:{controllerName}\nヒエラルキーで Animator 付きオブジェクトを選択してください。",
$"Synced Controller from Project: {controllerName}\nSelect an object with Animator in the Hierarchy.",
$"Project의 Controller 동기화: {controllerName}\nHierarchy에서 Animator가 있는 오브젝트를 선택하세요.");
public static string SyncSelectObject => T(
"请在层级中选中带 Animator 的物体。",
"ヒエラルキーで Animator 付きオブジェクトを選択してください。",
"Select an object with Animator in the Hierarchy.",
"Hierarchy에서 Animator가 있는 오브젝트를 선택하세요.");
public static string SyncAnimatorAndController(string hierarchyPath, string controllerName) => T(
$"Animator{hierarchyPath}\nController{controllerName}",
$"Animator{hierarchyPath}\nController{controllerName}",
$"Animator: {hierarchyPath}\nController: {controllerName}",
$"Animator: {hierarchyPath}\nController: {controllerName}");
public static string SyncOverrideController(string hierarchyPath, string overrideName, string baseName) => T(
$"Animator{hierarchyPath}\nOverrideController{overrideName}\n基础 Controller{baseName}",
$"Animator{hierarchyPath}\nOverrideController{overrideName}\nベース Controller{baseName}",
$"Animator: {hierarchyPath}\nOverrideController: {overrideName}\nBase Controller: {baseName}",
$"Animator: {hierarchyPath}\nOverrideController: {overrideName}\n기본 Controller: {baseName}");
public static string None => T("(无)", "(なし)", "(none)", "(없음)");
public static string SyncUnknownControllerType(string hierarchyPath, string typeName, string assetName) => T(
$"Animator{hierarchyPath}\n已挂载 {typeName}「{assetName}」,请手动指定 Animator Controller。",
$"Animator{hierarchyPath}\n{typeName}「{assetName}」が割り当て済み。Animator Controller を手動指定してください。",
$"Animator: {hierarchyPath}\nAssigned {typeName} \"{assetName}\". Please assign Animator Controller manually.",
$"Animator: {hierarchyPath}\n{typeName}「{assetName}」할당됨. Animator Controller를 수동 지정하세요.");
public static string SyncNoRuntimeController(string hierarchyPath) => T(
$"Animator{hierarchyPath}\n未挂载 Runtime Animator Controller,请手动指定。",
$"Animator{hierarchyPath}\nRuntime Animator Controller が未割り当て。手動指定してください。",
$"Animator: {hierarchyPath}\nNo Runtime Animator Controller assigned. Please assign manually.",
$"Animator: {hierarchyPath}\nRuntime Animator Controller 미할당. 수동 지정하세요.");
public static string DialogTitle => T("动画路径修复", "アニメパス修復", "Animation Path Fixer", "애니메이션 경로 복구");
public static string DialogOk => T("确定", "OK", "OK", "확인");
public static string DialogNoAnimatorOnReference => T(
"参考物体上未找到 Animator。",
"参照オブジェクトに Animator が見つかりません。",
"No Animator found on the reference object.",
"참조 오브젝트에서 Animator를 찾을 수 없습니다.");
public static string DialogFixCompleteTitle => T(
"动画路径修复完成",
"アニメパス修復完了",
"Animation Path Fix Complete",
"애니메이션 경로 복구 완료");
public static string DialogClipsProcessed(int count) => T(
$"处理片段数: {count}",
$"処理クリップ数: {count}",
$"Clips processed: {count}",
$"처리한 클립 수: {count}");
public static string DialogBindingsFixed(int count) => T(
$"修复绑定数: {count}",
$"修復バインド数: {count}",
$"Bindings fixed: {count}",
$"복구한 바인딩 수: {count}");
public static string DialogStillBroken(int count) => T(
$"仍失效绑定: {count}",
$"未修復バインド: {count}",
$"Still broken bindings: {count}",
$"여전히 무효인 바인딩: {count}");
public static string DialogNothingToFix => T(
"未发现需要修复的路径。",
"修復が必要なパスは見つかりませんでした。",
"No paths needed fixing.",
"수정이 필요한 경로가 없습니다.");
public static string ReportSectionTitle => T(
"分析 / 修复结果",
"分析 / 修復結果",
"Analyze / Fix Results",
"분석 / 수정 결과");
public static string ReportBindings(int total, int broken, int fixedCount) => T(
$"绑定: {total} 失效: {broken} 已修复: {fixedCount}",
$"バインド: {total} 無効: {broken} 修復: {fixedCount}",
$"Bindings: {total} Broken: {broken} Fixed: {fixedCount}",
$"바인딩: {total} 무효: {broken} 복구: {fixedCount}");
public static string ReportMoreMessages(int count) => T(
$" ... 另有 {count} 条",
$" ... 他 {count} 件",
$" ... {count} more",
$" ... 외 {count}개");
public static string PathCannotAutoMatch(string path) => T(
$"{path} (无法自动匹配)",
$"{path} (自動一致不可)",
$"{path} (cannot auto-match)",
$"{path} (자동 매칭 불가)");
public static string PathFixed(string oldPath, string newPath) => T(
$"[已修复] {oldPath} → {newPath}",
$"[修復済] {oldPath} → {newPath}",
$"[Fixed] {oldPath} → {newPath}",
$"[복구됨] {oldPath} → {newPath}");
public static string PathPreview(string oldPath, string newPath) => $"{oldPath} → {newPath}";
private static string T(string zh, string ja, string en, string ko) => _current switch
{
Language.Japanese => ja,
Language.English => en,
Language.Korean => ko,
_ => zh
};
}
#endif
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400116: Bip001 R Finger42
400118: Bip001 R Finger4Nub
400120: Bip001 R Foot
400122: Bip001 R Forearm
400124: Bip001 R Hand
400126: Bip001 R Thigh
400128: Bip001 R Toe0
400130: Bip001 R Toe0Nub
400132: Bip001 R UpperArm
400134: Bip001 Spine
400136: Bip001 Spine1
400138: Bone_Brow_C
400140: Bone_Brow_L
400142: Bone_Brow_R
400144: Bone_Eye_L
400146: Bone_Eye_R
400148: Bone_Jaw
400150: Bone_Lid_Down_L
400152: Bone_Lid_Down_R
400154: Bone_Lid_Up_L
400156: Bone_Lid_Up_R
400158: Bone_Lip_1
400160: Bone_Lip_2
400162: Bone_Lip_3
400164: Bone_Lip_4
2300000: basketball_low
3300000: basketball_low
4300000: basket_player
4300002: basketball_low
7400000: black_basket_player_low_shooting_3
9500000: //RootNode
13700000: basket_player
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