Version: 2020.2
言語: 日本語

PropertySceneHandle

struct in UnityEngine.Animations

マニュアルに切り替える

説明

Handle to read a Component property on an object in the Scene.

PropertySceneHandle are read-only.

using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;

public struct PropertySceneHandleJob : IAnimationJob { public PropertySceneHandle handleR; public PropertySceneHandle handleG; public PropertySceneHandle handleB;

public void ProcessRootMotion(AnimationStream stream) { }

public void ProcessAnimation(AnimationStream stream) { // Log the light color. var r = handleR.GetFloat(stream); var g = handleG.GetFloat(stream); var b = handleB.GetFloat(stream); Debug.LogFormat("Light color: (R: {0}, G: {1}, B: {2})", r, g, b); } }

[RequireComponent(typeof(Animator))] [RequireComponent(typeof(Light))] public class PropertySceneHandleExample : MonoBehaviour { public Light sceneLight;

PlayableGraph m_Graph; AnimationScriptPlayable m_AnimationScriptPlayable;

void Start() { if (sceneLight == null) return;

var animator = GetComponent<Animator>();

m_Graph = PlayableGraph.Create("PropertySceneHandleExample"); var output = AnimationPlayableOutput.Create(m_Graph, "output", animator);

var animationJob = new PropertySceneHandleJob(); animationJob.handleR = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.r"); animationJob.handleG = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.g"); animationJob.handleB = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.b"); m_AnimationScriptPlayable = AnimationScriptPlayable.Create(m_Graph, animationJob);

output.SetSourcePlayable(m_AnimationScriptPlayable); m_Graph.Play(); }

void OnDisable() { if (sceneLight == null) return;

m_Graph.Destroy(); } }

Public 関数

GetBoolGets the boolean property value from an object in the Scene.
GetFloatGets the float property value from an object in the Scene.
GetIntGets the integer property value from an object in the Scene.
IsResolvedReturns whether or not the handle is resolved.
IsValidReturns whether or not the handle is valid.
ResolveResolves the handle.
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