AnimationUtility 动画工具
Editor utility functions for modifying animation clips
编辑器工具函数,用于修改动画剪辑
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。
Class Functions类函数
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Returns the array of AnimationClips that are referenced in the Animation component
返回动画组件中被引用的动画剪辑数组 -
Sets the array of AnimationClips to be referenced in the Animation component
设置动画组件中被引用的动画剪辑数组 -
Returns a list of animatable objects attached to the game object (includes materials)
返回一个列表,包含着附加到游戏物体的动画物体(包含材质) -
Returns a list of animatable properties for a specific animated object that is attached to gameObject
返回一个列表,包含着附加到游戏物体上的特定动画的动画属性 -
Retrieves all animatable properties of all components / materials attached to the game object
检索所有附加在游戏物体的组件/材质的动画属性 -
Retrieves the current float value by sampling a curve value on a specific game object
用在一个特定游戏物体上进行曲线值采样的方式检索当前浮点数值。 -
Retrieves all curves from a specific animation clip.
从一个特定动画剪辑中检索所有曲线 -
Unity automatic combines position curves, scale curves, rotation curves internally.
Unity自动混合曲线坐标,缩放,旋转。 -
Unity automatic combines position curves, scale curves, rotation curves internally.
Unity自动混合曲线坐标,缩放,旋转。 -
Retrieves all animation events associated with the animation clip
检索动画剪辑相关的所有动画事件。 -
Replaces all animation events in the animation clip
替换动画剪辑中所有的动画事件 -
Calculates path from root transform to target transform.
计算从初始transform到目标transform的路径 -
Starts animation mode, as used by the animation editor.
开始动画模式,如使用动画编辑器。 -
Stops animation mode, as used by the animation editor.
停止动画模式,如使用动画编辑器。 -
Returns true if the editor is currently in animation mode.
如果当前编辑器在动画模式则返回true
最后修改:2011年4月11日 Monday 10:16