class in UnityEngine.Playables
Implementa interfaces:IPlayableBehaviour
Cambiar al ManualPlayableBehaviour is the base class from which every custom playable script derives.
A PlayableBehaviour can be used to add user-defined behaviour to a PlayableGraph.
A PlayableBehaviour must be part of a branch of a PlayableGraph that is connected to an output to be active.
In the following example, two AnimationClip are controlled by two AnimationClipPlayable, which are blended by a AnimationMixerPlayable. A custom BlenderPlayableBehaviour is modifying the inputs weigth of the AnimationMixerPlayable every frame.
using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables;
public class BlenderPlayableBehaviour : PlayableBehaviour { public AnimationMixerPlayable mixerPlayable;
public override void PrepareFrame(Playable playable, FrameData info) { float blend = Mathf.PingPong((float)playable.GetTime(), 1.0f);
mixerPlayable.SetInputWeight(0, blend); mixerPlayable.SetInputWeight(1, 1.0f - blend);
base.PrepareFrame(playable, info); } }
public class PlayableBehaviourSample : MonoBehaviour { PlayableGraph m_Graph; public AnimationClip clipA; public AnimationClip clipB;
// Use this for initialization void Start() { // Create the PlayableGraph. m_Graph = PlayableGraph.Create();
// Add an AnimationPlayableOutput to the graph. var animOutput = AnimationPlayableOutput.Create(m_Graph, "AnimationOutput", GetComponent<Animator>());
// Add an AnimationMixerPlayable to the graph. var mixerPlayable = AnimationMixerPlayable.Create(m_Graph, 2, false);
// Add two AnimationClipPlayable to the graph. var clipPlayableA = AnimationClipPlayable.Create(m_Graph, clipA); var clipPlayableB = AnimationClipPlayable.Create(m_Graph, clipB);
// Add a custom PlayableBehaviour to the graph. // This behavior will change the weights of the mixer dynamically. var blenderPlayable = ScriptPlayable<BlenderPlayableBehaviour>.Create(m_Graph, 1); blenderPlayable.GetBehaviour().mixerPlayable = mixerPlayable;
// Create the topology, connect the AnimationClipPlayable to the // AnimationMixerPlayable. Also add the BlenderPlayableBehaviour. m_Graph.Connect(clipPlayableA, 0, mixerPlayable, 0); m_Graph.Connect(clipPlayableB, 0, mixerPlayable, 1); m_Graph.Connect(mixerPlayable, 0, blenderPlayable, 0);
// Use the ScriptPlayable as the source for the AnimationPlayableOutput. // Since it's a ScriptPlayable, also set the source input port to make the // passthrough to the AnimationMixerPlayable. animOutput.SetSourcePlayable(blenderPlayable); animOutput.SetSourceInputPort(0);
// Play the graph. m_Graph.Play(); }
private void OnDestroy() { // Destroy the graph once done with it. m_Graph.Destroy(); } }
OnBehaviourDelay | This function is called when the Playable play state is changed to PlayState.Delayed. |
OnBehaviourPause | This function is called when the Playable play state is changed to PlayState.Paused. |
OnBehaviourPlay | This function is called when the Playable play state is changed to PlayState.Playing. |
OnGraphStart | This function is called when the PlayableGraph that owns this PlayableBehaviour starts. |
OnGraphStop | This function is called when the PlayableGraph that owns this PlayableBehaviour stops. |
OnPlayableCreate | This function is called when the Playable that owns the PlayableBehaviour is created. |
OnPlayableDestroy | This function is called when the Playable that owns the PlayableBehaviour is destroyed. |
PrepareData | This function is called during the PrepareData phase of the PlayableGraph. |
PrepareFrame | This function is called during the PrepareFrame phase of the PlayableGraph. |
ProcessFrame | This function is called during the ProcessFrame phase of the PlayableGraph. |