骨骼动效有多个状态,写几行代码读取一下不同状态的命名既省时省力,还能避免错误(PS:有时候会有美术手误的坑,比如多输了一个空隔,不仔细的话找半天都不知道找不到报错的原因)
GameObject obj = Selection.activeGameObject;
if (obj != null)
{
SkeletonGraphic[] objs = obj.GetComponentsInChildren<SkeletonGraphic>();
StringBuilder strings = new StringBuilder();
for (int j = 0; j < objs[0].SkeletonData.Animations.Count; j++)
strings.Append('"').Append(objs[0].SkeletonData.Animations.Items[j].Name).Append('"').Append(",");
Debug.LogError(strings.ToString());
}