AnimationClip.SetCurve 设置曲线

function SetCurve (relativePath : string, type : Type, propertyName : string, curve : AnimationCurve) : void

Parameters参数

Description描述

Assigns the curve to animate a specific property.

给动画指定曲线一个特殊的属性。

If curve is null the curve will be removed. If a curve already exists for that property, it will be replaced.

如果曲线为null,曲线将被移除,如果曲线属性已经存在,曲线将被替换。

通常的名称是: "localPosition.x", "localPosition.y", "localPosition.z", "localRotation.x", "localRotation.y", "localRotation.z", "localRotation.w" "localScale.x", "localScale.y", "localScale.z".

For performance reasons Transform position, rotation and scale can only be animated as one property.

出于性能原因,Transform的position, rotation和scale 只能被动画作为一个属性。

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
	void Start() {
		AnimationCurve curve = AnimationCurve.Linear(0, 1, 2, 3);
		AnimationClip clip = new AnimationClip();
		clip.SetCurve("", typeof(Transform), "localPosition.x", curve);
		animation.AddClip(clip, "test");
		animation.Play("test");
	}
}
// Animates the x coordinate of a transform position
//动画transform位置的x轴坐标

function Start () {
	// Create the curve
	//创建曲线
	var curve : AnimationCurve = AnimationCurve.Linear(0, 1, 2, 3);

	// Create the clip with the curve
	//创建曲线的剪辑
	var clip : AnimationClip = new AnimationClip();
	clip.SetCurve("", Transform, "localPosition.x", curve);

	// Add and play the clip
	//点击并播放剪辑
	animation.AddClip(clip, "test");
	animation.Play("test");
}
@script RequireComponent(Animation)

Material properties can be animated using the property name exported in the shader. Common property names are: "_MainTex", "_BumpMap", "_Color", "_SpecColor", "_Emission". How to animate different material property types:

Material材质属性可以动画,使用shader导出的属性名字。通常的名称是: "_MainTex", "_BumpMap", "_Color", "_SpecColor", "_Emission".如何动画不懂财政属性类型:

        Float属性: "PropertyName"  		
        Vector4 属性: "PropertyName.x", "PropertyName.y", "PropertyName.z", "PropertyName.w"
        Color 属性: "PropertyName.r", "PropertyName.g", "PropertyName.b", "PropertyName.a"
        UV 旋转属性:"PropertyName.rotation"
        UV 偏移和缩放: "PropertyName.offset.x", "PropertyName.offset.y", "PropertyName.scale.x", "PropertyName.scale.y"
        对于在同一renderer的多个索引材质,你能想这样添加前缀:"[1]._MainTex.offset.y"
  

另见: ClearCurves 函数, AnimationCurve 类.

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
	void Start() {
		AnimationClip clip = new AnimationClip();
		clip.SetCurve("", typeof(Material), "_Color.a", new AnimationCurve(new Keyframe(0, 0, 0, 0), new Keyframe(1, 1, 0, 0)));
		clip.SetCurve("", typeof(Material), "_MainTex.offset.x", AnimationCurve.Linear(0, 1, 2, 3));
		animation.AddClip(clip, clip.name);
		animation.Play(clip.name);
	}
}
// Animate color's alpha and main texture's horizontal offset.
//动画颜色的通道和主要纹理的水平偏移
function Start () {
	var clip = new AnimationClip ();
	clip.SetCurve ("", Material, "_Color.a",	AnimationCurve (Keyframe(0, 0, 0, 0), Keyframe(1, 1, 0, 0)));	
	clip.SetCurve ("", Material, "_MainTex.offset.x",	AnimationCurve.Linear(0, 1, 2, 3));
	animation.AddClip (clip, clip.name);
	animation.Play(clip.name);
}
@script RequireComponent(Animation) 
最后修改:2011年5月3日 Tuesday 8:33

本脚本参考基于Unity 3.4.1f5

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