AnimationMode.IsPropertyAnimated

切换到手册
public static bool IsPropertyAnimated (Object target, string propertyPath);

参数

target用于确定是否包含动画的对象。
propertyPath要搜索的动画的名称。

返回

bool 是否找到了属性搜索项。

描述

指定的属性当前是否处于动画模式且要进行动画化?

IsPropertyAnimated 检查属性是否正在动画化。该 检查还需要包含此属性的对象。

在以下脚本示例中搜索 Renderer。它是 Renderer 对象的一部分。 请注意,该示例使用了一个球体游戏对象和一个动画文件 color.anim。color.anim 中的 颜色动画具有从黄到蓝的颜色变化。

// Demo showing how IsPropertyAnimated() can be used to determine if a property
// on an object is being animated. In this example the color in a Renderer is
// animated.

using UnityEngine; using UnityEditor;

public class ExampleClass : EditorWindow { protected GameObject go; protected AnimationClip animationClip; protected float time = 0.0f; protected bool showColor = false;

[MenuItem("Examples/AnimationMode demo")] public static void DoWindow() { var window = GetWindow<ExampleClass>(); window.Show(); }

void OnGUI() { if (go == null) { EditorGUILayout.HelpBox("Select a GO", MessageType.Info); return; }

EditorGUILayout.LabelField("Color slider");

if (animationClip == null) { AnimationMode.StartAnimationMode(); animationClip = AssetDatabase.LoadAssetAtPath<AnimationClip>("Assets/color.anim"); }

if (animationClip != null) { float startTime = 0.0f; float stopTime = animationClip.length; time = EditorGUILayout.Slider(time, startTime, stopTime); }

if (showColor) { EditorGUILayout.LabelField("Red color being animated"); } }

void Update() { if (go == null) return;

if (animationClip == null) return;

if (AnimationMode.InAnimationMode()) { Renderer rend = go.GetComponent<Renderer>();

if (AnimationMode.IsPropertyAnimated(rend, "material._Color.r")) { showColor = true; } else { showColor = false; }

AnimationMode.BeginSampling(); AnimationMode.SampleAnimationClip(go, animationClip, time); AnimationMode.EndSampling();

SceneView.RepaintAll(); } }

// Has a GameObject been selection? public void OnSelectionChange() { go = Selection.activeGameObject; Repaint(); }

public void OnDestroy() { Debug.Log("Shutting down"); AnimationMode.StopAnimationMode(); } }