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PlayableGraph.Connect

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public method Connect(source: U, sourceOutputPort: int, destination: V, destinationInputPort: int): bool;
public bool Connect(U source, int sourceOutputPort, V destination, int destinationInputPort);

Parameters

sourceThe source playable or its handle.
sourceOutputPortThe port used in the source playable.
destinationThe destination playable or its handle.
destinationInputPortThe port used in the destination playable.

Returns

bool Returns true if connection is successful.

Description

Connects two Playable instances.

The connections determine the topology of the PlayableGraph and how it is evaluated.

Playables can be connected together to form a tree structure. Each Playable has a set of inputs and a set of outputs. These can be viewed as “slots” where other Playables can be attached to.

When a Playable is first created, its input count is reset to 0, meaning that it has no children Playables attached. Outputs behave a little differently—every Playable has a default output created when first created.

You connect Playables together using the method PlayableGraph.Connect, and you can disconnect them from each other using PlayableGraph.Disconnect.

There is no limit set on the amount of inputs a Playable can have.

#pragma strict
public class GraphCreationSample extends MonoBehaviour {
	var m_Graph: PlayableGraph;
	public var clipA: AnimationClip;
	public var clipB: AnimationClip;
	function Start() {
		// Create the PlayableGraph.
		m_Graph = PlayableGraph.Create();
		// Add an AnimationPlayableOutput to the graph.
		var animOutput: var = AnimationPlayableOutput.Create(m_Graph, "AnimationOutput", GetComponent.<Animator>());
		// Add an AnimationMixerPlayable to the graph.
		var mixerPlayable: var = AnimationMixerPlayable.Create(m_Graph, 2, false);
		// Add two AnimationClipPlayable to the graph.
		var clipPlayableA: var = AnimationClipPlayable.Create(m_Graph, clipA);
		var clipPlayableB: var = AnimationClipPlayable.Create(m_Graph, clipB);
		// AnimationMixerPlayable.
		m_Graph.Connect(clipPlayableA, 0, mixerPlayable, 0);
		m_Graph.Connect(clipPlayableB, 0, mixerPlayable, 1);
		// Use the AnimationMixerPlayable as the source for the AnimationPlayableOutput.
		animOutput.SetSourcePlayable(mixerPlayable);
		// Set the weight for both inputs of the mixer.
		mixerPlayable.SetInputWeight(0, 1);
		mixerPlayable.SetInputWeight(1, 1);
		// Play the graph.
		m_Graph.Play();
	}
	private function OnDestroy() {
		// Destroy the graph once done with it.
		m_Graph.Destroy();
	}
}
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;

public class GraphCreationSample : MonoBehaviour { PlayableGraph m_Graph; public AnimationClip clipA; public AnimationClip clipB;

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);

// Create the topology, connect the AnimationClipPlayable to the // AnimationMixerPlayable. m_Graph.Connect(clipPlayableA, 0, mixerPlayable, 0); m_Graph.Connect(clipPlayableB, 0, mixerPlayable, 1);

// Use the AnimationMixerPlayable as the source for the AnimationPlayableOutput. animOutput.SetSourcePlayable(mixerPlayable);

// Set the weight for both inputs of the mixer. mixerPlayable.SetInputWeight(0, 1); mixerPlayable.SetInputWeight(1, 1);

// Play the graph. m_Graph.Play(); }

private void OnDestroy() { // Destroy the graph once done with it. m_Graph.Destroy(); } }
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