在运行场景时记录 GameObject 的变化属性并将信息保存在 AnimationClip 中。
该类将绑定 GameObject 属性,在属性值在运行场景中发生变化时记录相应的值,并将结果保存在 AnimationClip 中。记录的游戏对象在类中称为 root,您也可以绑定 root 任何子项的属性。
请参阅以下代码示例,了解如何实现该类以及如何设置要记录的内容。
using UnityEngine; using UnityEditor.Animations;
public class RecordTransformHierarchy : MonoBehaviour { public AnimationClip clip;
private GameObjectRecorder m_Recorder;
void Start() { // Create recorder and record the script GameObject. m_Recorder = new GameObjectRecorder(gameObject);
// Bind all the Transforms on the GameObject and all its children. m_Recorder.BindComponentsOfType<Transform>(gameObject, true); }
void LateUpdate() { if (clip == null) return;
// Take a snapshot and record all the bindings values for this frame. m_Recorder.TakeSnapshot(Time.deltaTime); }
void OnDisable() { if (clip == null) return;
if (m_Recorder.isRecording) { // Save the recorded session to the clip. m_Recorder.SaveToClip(clip); } } }
currentTime | 返回录制的当前时间。(只读) |
isRecording | 录制器进行录制时,返回 true。(只读) |
root | 动画层级视图的 GameObject 根。(只读) |
GameObjectRecorder | 创建新的游戏对象录制器。 |
Bind | 根据 EditorCurveBinding 的定义绑定游戏对象的属性。 |
BindAll | 为 target 的所有属性添加绑定;如果 recursive 为 /true/,也要为 target 子项的所有属性添加绑定。 |
BindComponent | 为 component 的所有属性添加绑定。 |
BindComponentsOfType | 为 target 中的首个 T 类型组件的所有属性添加绑定;如果 recursive 为 true ,也要为 target 子项的所有属性添加绑定。 |
GetBindings | 返回添加到录制器的所有绑定的数组。 |
ResetRecording | 重置记录。 |
SaveToClip | 将录制的动画保存到目标剪辑中。 |
TakeSnapshot | 按 dt 秒时间转发动画,然后记录添加的绑定值。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | 返回所有类型为 type 的已加载的激活对象的列表。 |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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