PlayableBehaviour

class in UnityEngine.Playables


Implements interfaces:IPlayableBehaviour

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Description

PlayableBehaviour 是一个基类,所有自定义的可播放脚本均派生自该类。

PlayableBehaviour 可用于将用户定义的行为添加到 PlayableGraph

PlayableBehaviour 必须是 PlayableGraph 分支的一部分,该分支连接到输出以保持活动状态。

在以下示例中,两个 AnimationClip 由两个 AnimationClipPlayable(由 AnimationMixerPlayable 混合)控制。自定义 BlenderPlayableBehaviour 修改了每一帧 AnimationMixerPlayable 的输入权重。

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

public class BlenderPlayableBehaviour : PlayableBehaviour { public AnimationMixerPlayable mixerPlayable;

public override void PrepareFrame(Playable playable, FrameData info) { float blend = Mathf.PingPong((float)playable.GetTime(), 1.0f);

mixerPlayable.SetInputWeight(0, blend); mixerPlayable.SetInputWeight(1, 1.0f - blend);

base.PrepareFrame(playable, info); } }

public class PlayableBehaviourSample : MonoBehaviour { PlayableGraph m_Graph; public AnimationClip clipA; public AnimationClip clipB;

// Use this for initialization 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);

// Add a custom PlayableBehaviour to the graph. // This behavior will change the weights of the mixer dynamically. var blenderPlayable = ScriptPlayable<BlenderPlayableBehaviour>.Create(m_Graph, 1); blenderPlayable.GetBehaviour().mixerPlayable = mixerPlayable;

// Create the topology, connect the AnimationClipPlayable to the // AnimationMixerPlayable. Also add the BlenderPlayableBehaviour. m_Graph.Connect(clipPlayableA, 0, mixerPlayable, 0); m_Graph.Connect(clipPlayableB, 0, mixerPlayable, 1); m_Graph.Connect(mixerPlayable, 0, blenderPlayable, 0);

// Use the ScriptPlayable as the source for the AnimationPlayableOutput. // Since it's a ScriptPlayable, also set the source input port to make the // passthrough to the AnimationMixerPlayable. animOutput.SetSourcePlayable(blenderPlayable); animOutput.SetSourceInputPort(0);

// Play the graph. m_Graph.Play(); }

private void OnDestroy() { // Destroy the graph once done with it. m_Graph.Destroy(); } }

Public Functions

OnBehaviourDelay在 Playable 播放状态更改为 PlayState.Delayed 时调用此函数。
OnBehaviourPauseThis method is invoked when one of the following situations occurs: The effective play state during traversal is changed to PlayState.Paused. This state is indicated by FrameData.effectivePlayState. The PlayableGraph is stopped while the playable play state is Playing. This state is indicated by PlayableGraph.IsPlaying returning true.
OnBehaviourPlay在 Playable 播放状态更改为 PlayState.Playing 时调用此函数。
OnGraphStart在拥有此 PlayableBehaviour 的 PlayableGraph 启动时调用此函数。
OnGraphStop在拥有此 PlayableBehaviour 的 PlayableGraph 停止时调用此函数。
OnPlayableCreate在拥有 PlayableBehaviour 的 Playable 创建后调用此函数。
OnPlayableDestroy在拥有 PlayableBehaviour 的 Playable 销毁后调用此函数。
PrepareData在 PlayableGraph 的 PrepareData 阶段调用此函数。
PrepareFrame在 PlayableGraph 的 PrepareFrame 阶段调用此函数。
ProcessFrame在 PlayableGraph 的 ProcessFrame 阶段调用此函数。