Version: 2017.2

PlayableBehaviour

class in UnityEngine.Playables


인터페이스 구현:IPlayableBehaviour

매뉴얼로 전환

설명

PlayableBehaviour 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.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(); } }

Public 함수

OnBehaviourPauseThis function is called when the Playable play state is changed to PlayState.Paused.
OnBehaviourPlayThis function is called when the Playable play state is changed to PlayState.Playing.
OnGraphStartThis function is called when the PlayableGraph that owns this PlayableBehaviour starts.
OnGraphStopThis function is called when the PlayableGraph that owns this PlayableBehaviour stops.
OnPlayableCreateThis function is called when the Playable that owns the PlayableBehaviour is created.
OnPlayableDestroyThis function is called when the Playable that owns the PlayableBehaviour is destroyed.
PrepareFrameThis function is called during the PrepareFrame phase of the PlayableGraph.
ProcessFrameThis function is called during the ProcessFrame phase of the PlayableGraph.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961