Experimental: this API is experimental and might be changed or removed in the future.

PropertySceneHandle

struct in UnityEngine.Experimental.Animations

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Description

Handle for a Component property on an object in the Scene.

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

using UnityEngine.Experimental.Animations;

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

public void ProcessRootMotion(AnimationStream stream) { }

public void ProcessAnimation(AnimationStream stream) { // Set the new light color. handleR.SetFloat(stream, color.r); handleG.SetFloat(stream, color.g); handleB.SetFloat(stream, color.b); } }

[RequireComponent(typeof(Animator))] [RequireComponent(typeof(Light))] public class PropertySceneHandleExample : MonoBehaviour { public Light sceneLight; public Color color = Color.white;

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 Update() { if (sceneLight == null) return;

var animationJob = m_AnimationScriptPlayable.GetJobData<PropertySceneHandleJob>(); animationJob.color = color; m_AnimationScriptPlayable.SetJobData(animationJob); }

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

m_Graph.Destroy(); } }

Public Functions

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.
SetBoolSets the boolean property value to an object in the Scene.
SetFloatSets the float property value to an object in the Scene.
SetIntSets the integer property value to an object in the Scene.
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