unity timeline 用脚本添加事件运用

ExposedReference<T0>

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

Description

Creates a type whos value is resolvable at runtime.

描述

创建一个在运行时可解析的当前变量值类型。

ExposedReference is a generic type that can be used to create references to scene objects and resolve their actual values at runtime and by using a context object. This can be used by assets, such as a ScriptableObject or PlayableAsset to create references to scene objects.
ExposedReference是一个泛型类型,它可以用来创建对场景对象的引用,并在运行时和使用上下文对象来解析它们的实际值。这可以被资产使用,比如脚本对象或PlayableAsset,以创建对场景对象的引用。
The example below shows how a PlayableAsset can use exposed references to create references to a Scene GameObject. This is an example that uses Timeline, so you may want to set up your GameObject in Timeline and make an animation with your GameObject first.

下面的示例展示了PlayableAsset如何使用暴露的引用来创建对场景游戏对象的引用。这是一个使用时间线的例子,所以你可能想要在时间轴上设置你的游戏对象,并首先用你的游戏对象制作一个动画。

//Put both of these scripts in your Project, then go to your Timeline, click the Add dropdown and choose Playable Track. Place this script on your Timeline as a Playable Track
//Click on the track and choose a GameObject from your Scene in the "My Scene Object" field. Also set the velocity.

using UnityEngine;
using UnityEngine.Playables;

[System.Serializable]
public class ExposedReferenceExample : PlayableAsset
{
    //This allows you to use GameObjects in your Scene
    public ExposedReference<GameObject> m_MySceneObject;
    //This variable allows you to decide the velocity of your GameObject
    public Vector3 m_SceneObjectVelocity;

    public  override Playable CreatePlayable(PlayableGraph graph , GameObject myGameObject)
    {
        //Get access to the Playable Behaviour script
        TestExample playableBehaviour = new TestExample();
        //Resolve the exposed reference on the Scene GameObject by returning the table used by the graph
        playableBehaviour.m_MySceneObject = m_MySceneObject.Resolve(graph.GetResolver());

        //Make the PlayableBehaviour velocity variable the same as the variable you set
        playableBehaviour.m_SceneObjectVelocity = m_SceneObjectVelocity;

        //Create a custom playable from this script using the Player Behaviour script
        return ScriptPlayable<TestExample>.Create(graph, playableBehaviour);
    }
}

Place this next script in your Project in the same folder as the above script. This script changes the behaviour of the timeline by moving the Scene GameObject while the Playable Track is playing.

将下一个脚本放置在与上面脚本相同的文件夹中。这个脚本通过移动场景的GameObject来改变时间线的行为,而可播放的轨迹在播放

using  UnityEngine;
using  UnityEngine.Playables;

public  class TestExample : PlayableBehaviour
{
    public GameObject m_MySceneObject;
    public Vector3 m_SceneObjectVelocity;

    public override void PrepareFrame(Playable playable, FrameData frameData)
    {
        //If the Scene GameObject exists, move it continuously until the Playable pauses
        if (m_MySceneObject != null)
            //Move the GameObject using the velocity you set in your Playable Track's inspector
            m_MySceneObject.transform.Translate(m_SceneObjectVelocity);
    }
}

Properties

defaultValue The default value, in case the value cannot be resolved.
exposedName The name of the ExposedReference.

Public Methods

Resolve Gets the value of the reference by resolving it given the ExposedPropertyResolver context object.

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转载自blog.csdn.net/wsxhking/article/details/80445326