AnimationWindow 使用 AnimationMode 来存储 由 AnimationClip 播放修改的属性。
When exiting AnimationMode all properties are reverted to their
default state. Animated properties are also highlighted by the inspector. Use
StartAnimationMode to enter Animation mode. In Animation mode the
editor is tinted to show that it is animating. Properties can be animated via
SampleAnimationClip.
The following script example shows how a GameObject can be animated. AnimationMode has
functions which support this. The demo can be launched from the "Examples/AnimationMode demo"
menu. Once this demo starts it requires a GameObject to be selected in the Scene window.
(This example requires the game to not be running in the Game view.) After a
GameObject has been selected the example window will change. Choose a created animation clip
for the chosen GameObject. Once the animation clip has been loaded the
animation can be applied to the GameObject. Clicking the Animate button adds a slider to the
window. Using the slider will apply the animation to the selected GameObject. The Lock
button prevents the animation to be applied to a different GameObject.
using UnityEngine; using UnityEditor;
public class ExampleClass : EditorWindow { protected GameObject go; protected AnimationClip animationClip; protected float time = 0.0f; protected bool lockSelection = false; protected bool animationMode = false;
[MenuItem("Examples/AnimationMode demo", false, 2000)] public static void DoWindow() { var window = GetWindowWithRect<ExampleClass>(new Rect(0, 0, 300, 80)); window.Show(); }
// Has a GameObject been selection? public void OnSelectionChange() { if (!lockSelection) { go = Selection.activeGameObject; Repaint(); } }
// Main editor window public void OnGUI() { // Wait for user to select a GameObject if (go == null) { EditorGUILayout.HelpBox("Please select a GameObject", MessageType.Info); return; }
// Animate and Lock buttons. Check if Animate has changed GUILayout.BeginHorizontal(); EditorGUI.BeginChangeCheck(); GUILayout.Toggle(AnimationMode.InAnimationMode(), "Animate"); if (EditorGUI.EndChangeCheck()) ToggleAnimationMode();
GUILayout.FlexibleSpace(); lockSelection = GUILayout.Toggle(lockSelection, "Lock"); GUILayout.EndHorizontal();
// Slider to use when Animate has been ticked EditorGUILayout.BeginVertical(); animationClip = EditorGUILayout.ObjectField(animationClip, typeof(AnimationClip), false) as AnimationClip; if (animationClip != null) { float startTime = 0.0f; float stopTime = animationClip.length; time = EditorGUILayout.Slider(time, startTime, stopTime); } else if (AnimationMode.InAnimationMode()) AnimationMode.StopAnimationMode(); EditorGUILayout.EndVertical(); }
void Update() { if (go == null) return;
if (animationClip == null) return;
// Animate the GameObject if (!EditorApplication.isPlaying && AnimationMode.InAnimationMode()) { AnimationMode.BeginSampling(); AnimationMode.SampleAnimationClip(go, animationClip, time); AnimationMode.EndSampling();
SceneView.RepaintAll(); } }
void ToggleAnimationMode() { if (AnimationMode.InAnimationMode()) AnimationMode.StopAnimationMode(); else AnimationMode.StartAnimationMode(); } }
animatedPropertyColor | 用于表明属性当前正在动画化的颜色。 |
candidatePropertyColor | 用于表明动画属性已被修改的颜色。 |
recordedPropertyColor | 用于表明动画属性会自动记录动画剪辑中的更改的颜色。 |
AddEditorCurveBinding | 将 EditorCurveBinding 定义的属性标记为当前正在动画化。 |
AddPropertyModification | 将属性标记为当前正在动画化。 |
BeginSampling | 初始化动画剪辑采样的开头。 |
EndSampling | 完成动画剪辑的采样。 |
InAnimationMode | Checks whether the Editor is in Animation mode. |
IsPropertyAnimated | Checks whether the specified property is in Animation mode and is being animated. |
SampleAnimationClip | Samples the AnimationClip for the GameObject and also records modified properties when in Animation mode. |
SamplePlayableGraph | Samples the specified output index of a PlayableGraph and also records modified properties when in Animation mode. |
StartAnimationMode | Starts the Animation mode. |
StopAnimationMode | Stops the Animation mode and reverts any properties that were animated while in Animation mode. |
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