Animation 通过脚本更改Animator控制器

Animation 通过脚本更改Animator控制器,animation,unity3d,unityscript,unity3d-2dtools,Animation,Unity3d,Unityscript,Unity3d 2dtools,我有两个控制器 1-ControllerBLUE.controller(默认) 2-controllered.controller 如何从脚本更改控制器 我试过: var colorController = GetComponent(Animator); colorController.runtimeAnimatorController = Resources.Load("main/colors/controllercolors/ControllerRED.controller ")

我有两个控制器

1-ControllerBLUE.controller(默认)

2-controllered.controller

如何从脚本更改控制器

我试过:

var colorController = GetComponent(Animator);


 colorController.runtimeAnimatorController =   Resources.Load("main/colors/controllercolors/ControllerRED.controller ") as RuntimeAnimatorController;
但它不起作用,只需将animator控制器设置为:“无(运行时animator controller)”

可能吗?我怎样才能让它工作

对不起,我在Unity中使用C#:

using UnityEngine;
using System.Collections;
public class ChangeController : MonoBehaviour {

Animator animator;

// Use this for initialization
void Start () {
    animator = gameObject.GetComponent<Animator>();
    animator.runtimeAnimatorController = Resources.Load("main/colors/controllercolors/ControllerRED") as RuntimeAnimatorController;
}

// Update is called once per frame
void Update () {

} }
使用UnityEngine;
使用系统集合;
公共类控制器:单行为{
动画师;
//用于初始化
无效开始(){
animator=gameObject.GetComponent();
animator.runtimeAnimatorController=Resources.Load(“main/colors/controllercolors/ControllerRED”)作为runtimeAnimatorController;
}
//每帧调用一次更新
无效更新(){
} }
对不起,我在Unity中使用C#:

using UnityEngine;
using System.Collections;
public class ChangeController : MonoBehaviour {

Animator animator;

// Use this for initialization
void Start () {
    animator = gameObject.GetComponent<Animator>();
    animator.runtimeAnimatorController = Resources.Load("main/colors/controllercolors/ControllerRED") as RuntimeAnimatorController;
}

// Update is called once per frame
void Update () {

} }
使用UnityEngine;
使用系统集合;
公共类控制器:单行为{
动画师;
//用于初始化
无效开始(){
animator=gameObject.GetComponent();
animator.runtimeAnimatorController=Resources.Load(“main/colors/controllercolors/ControllerRED”)作为runtimeAnimatorController;
}
//每帧调用一次更新
无效更新(){
} }