source | 源可播放项或其句柄。 |
sourceOutputPort | 源可播放项所用的端口。 |
destination | 目标可播放项或其句柄。 |
destinationInputPort | 目标可播放项所用的端口。 |
void 如果连接成功,则返回 true。
连接两个 Playable 实例。
这些连接决定了 PlayableGraph 的拓扑及其评估方式。
Playables can be connected together to form a tree structure. Each Playable has a set of inputs and a set of outputs. These can be viewed as “slots” where other Playables can be attached to.
When a Playable is first created, its input count is reset to 0, meaning that it has no children Playables attached. Outputs behave a little differently—every Playable has a default output created when first created.
You connect Playables together using the method PlayableGraph.Connect, and you can disconnect them from each other using PlayableGraph.Disconnect.
There is no limit set on the amount of inputs a Playable can have.
using UnityEngine;
using UnityEngine.Playables;
public class GraphCreationSample : MonoBehaviour
{
PlayableGraph m_Graph;
public AnimationClip clipA;
public AnimationClip clipB;
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);
// Create the topology, connect the AnimationClipPlayable to the
// AnimationMixerPlayable.
m_Graph.Connect(clipPlayableA, 0, mixerPlayable, 0);
m_Graph.Connect(clipPlayableB, 0, mixerPlayable, 1);
// Use the AnimationMixerPlayable as the source for the AnimationPlayableOutput.
animOutput.SetSourcePlayable(mixerPlayable);
// Set the weight for both inputs of the mixer.
mixerPlayable.SetInputWeight(0, 1);
mixerPlayable.SetInputWeight(1, 1);
// Play the graph.
m_Graph.Play();
}
private void OnDestroy()
{
// Destroy the graph once done with it.
m_Graph.Destroy();
}
}