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C# AnimationClip.SetAnimationSettings方法代码示例

本文整理汇总了C#中UnityEngine.AnimationClip.SetAnimationSettings方法的典型用法代码示例。如果您正苦于以下问题:C# AnimationClip.SetAnimationSettings方法的具体用法?C# AnimationClip.SetAnimationSettings怎么用?C# AnimationClip.SetAnimationSettings使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnityEngine.AnimationClip的用法示例。


在下文中一共展示了AnimationClip.SetAnimationSettings方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: MakeAnimationCurves

        private void MakeAnimationCurves(GameObject root, AnimationClip animClip, Animation animation)
        {
            acb = new AnimationCurveBuilder();

            //Get a list of all sprites on this GO
            var allSprites = root.GetComponentsInChildren<Transform>(true).Select(sr => AnimationUtility.CalculateTransformPath(sr.transform, root.transform));
            
            //Add a key for all objects on the first frame
            SetGameObjectForKey(root, animClip, animation.MainlineKeys.First(), 0);

            foreach (var mainlineKey in animation.MainlineKeys)
            {
                
                var visibleSprites = SetGameObjectForKey(root, animClip, mainlineKey);
                var hiddenSprites = allSprites.Except(visibleSprites);
                HideSprites(root, hiddenSprites, mainlineKey.Time);
            }

            switch (animation.LoopType)
            {
                case LoopType.True:
                    //Cycle back to first frame
                    SetGameObjectForKey(root, animClip, animation.MainlineKeys.First(), animation.Length);
                    break;
                case LoopType.False:
                    //Duplicate the last key at the end time of the animation
                    SetGameObjectForKey(root, animClip, animation.MainlineKeys.Last(), animation.Length);
                    break;
                default:
                    Debug.LogWarning("Unsupported loop type: " + animation.LoopType.ToString());
                    break;
            }

            //Add the curves to our animation clip
            //NOTE: This MUST be done before modifying the settings, thus the double switch statement
            acb.AddCurves(animClip);

            foreach (var sprite in spriteChangeKeys)
            {
                if (sprite.Value.Count > 0)
                {
                    BuildSpriteChangeCurve(ref animClip, sprite);
                }
            }

            //Set the loop/wrap settings for the animation clip
            var animSettings = AnimationUtility.GetAnimationClipSettings(animClip);
            switch(animation.LoopType)
            {
                case LoopType.True:
                    animClip.wrapMode = WrapMode.Loop;
                    animSettings.loopTime = true;
                    break;
                case LoopType.False:
                    animClip.wrapMode = WrapMode.ClampForever;
                    break;
                case LoopType.PingPong:
                    animClip.wrapMode = WrapMode.PingPong;
                    animSettings.loopTime = true;
                    break;
                default:
                    Debug.LogWarning("Unsupported loop type: " + animation.LoopType.ToString());
                    break;
            }

            animClip.SetAnimationSettings(animSettings);

            //Debug.Log(string.Format("Setting animation {0} to {1} loop mode (WrapMode:{2}  LoopTime:{3}) ", animClip.name, animation.LoopType, animClip.wrapMode, animSettings.loopTime));
        }
开发者ID:dval,项目名称:Spriter2Unity,代码行数:69,代码来源:AnimationBuilder.cs


注:本文中的UnityEngine.AnimationClip.SetAnimationSettings方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。