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类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));
}