Experimental: this API is experimental and might be changed or removed in the future.

PropertySceneHandle

struct in UnityEngine.Experimental.Animations

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描述

场景中某个对象的 Component 属性的句柄。

using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;

using UnityEngine.Experimental.Animations;

public struct PropertySceneHandleJob : IAnimationJob { public PropertySceneHandle handleR; public PropertySceneHandle handleG; public PropertySceneHandle handleB; public Color color;

public void ProcessRootMotion(AnimationStream stream) { }

public void ProcessAnimation(AnimationStream stream) { // Set the new light color. handleR.SetFloat(stream, color.r); handleG.SetFloat(stream, color.g); handleB.SetFloat(stream, color.b); } }

[RequireComponent(typeof(Animator))] [RequireComponent(typeof(Light))] public class PropertySceneHandleExample : MonoBehaviour { public Light sceneLight; public Color color = Color.white;

PlayableGraph m_Graph; AnimationScriptPlayable m_AnimationScriptPlayable;

void Start() { if (sceneLight == null) return;

var animator = GetComponent<Animator>();

m_Graph = PlayableGraph.Create("PropertySceneHandleExample"); var output = AnimationPlayableOutput.Create(m_Graph, "output", animator);

var animationJob = new PropertySceneHandleJob(); animationJob.handleR = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.r"); animationJob.handleG = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.g"); animationJob.handleB = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.b"); m_AnimationScriptPlayable = AnimationScriptPlayable.Create(m_Graph, animationJob);

output.SetSourcePlayable(m_AnimationScriptPlayable); m_Graph.Play(); }

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

var animationJob = m_AnimationScriptPlayable.GetJobData<PropertySceneHandleJob>(); animationJob.color = color; m_AnimationScriptPlayable.SetJobData(animationJob); }

void OnDisable() { if (sceneLight == null) return;

m_Graph.Destroy(); } }

公共函数

GetBool从场景中的对象获取布尔属性值。
GetFloat从场景中的对象获取浮点属性值。
GetInt从场景中的对象获取整数属性值。
IsResolved返回有关是否已解析句柄的信息。
IsValid返回有关句柄是否有效的信息。
Resolve解析句柄。
SetBool将布尔属性值设置为场景中的对象。
SetFloat将浮点属性值设置为场景中的对象。
SetInt将整数属性值设置为场景中的对象。