【Unity】Timeline自定义PlayableTrack使用
发表于2018-09-19
在做项目的时候想使用Unity timeline做段动画, 发现BasicPlayableBehaviour已弃用, 而新的PlayableBehaviour不能直接往Playable Track拖。

翻了下文档使用PlayableAsset来新建PlayableBehaviour,然后使用ExposedReference,具体实现如下:
C# PlayableTest代码实现,功能就是当timeline开始播放时,设置Text为true,并把m_DialogStr字符串赋值给Text:
using UnityEngine.Playables;
using UnityEngine.UI;
// A behaviour that is attached to a playable
public class PlayableTest : PlayableBehaviour
{
public Text m_DialogContainer;
public string m_DialogStr;
// Called when the state of the playable is set to Play
public override void OnBehaviourPlay(Playable playable, FrameData info)
{
if (m_DialogContainer != null)
{
m_DialogContainer.gameObject.SetActive(true);
m_DialogContainer.text = m_DialogStr;
}
}
// Called when the state of the playable is set to Paused
public override void OnBehaviourPause(Playable playable, FrameData info)
{
if (m_DialogContainer != null)
{
m_DialogContainer.gameObject.SetActive(false);
}
}
}
C# PlayableAssetTest 代码实现,真正拖入Timeline的PlayableTrack中的脚本,在Scene中创建一个UI的Text组件,并把Text组件拖到PlayableAssetTest 上的Text上,在m_DialogStr随便填写一段字符串,运行Unity即可看到效果:
注:Timeline的PlayOnAwake,一定要勾选,否则不会自动执行。当然也可以在代码中调用Timeline的Play()方法。
using UnityEngine; using UnityEngine.Playables; using UnityEngine.UI; [System.Serializable] public class PlayableAssetTest : PlayableAsset { public ExposedReference<Text> m_DialogContainer; public string m_DialogStr; // Factory method that generates a playable based on this asset public override Playable CreatePlayable(PlayableGraph graph, GameObject go) { var playable = ScriptPlayable<PlayableTest>.Create(graph); playable.GetBehaviour().m_DialogContainer = m_DialogContainer.Resolve(graph.GetResolver()); playable.GetBehaviour().m_DialogStr = m_DialogStr; return playable; } }
下面给出代码控制Timeline执行,把这个脚本挂在Scene中的随便一个GameObject上,不勾选PlayOnAwake,并把之前创建好的Text组件赋值给脚本的Text,把Timeline赋值给脚本的PlayableDirector,OK,现在运行Unity,只有当按下k键时,Timeline才会运行:
using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; using UnityEngine.UI; public class DialogDirector : MonoBehaviour { public PlayableDirector director; public Text text; void Update() { if (Input.GetKeyDown(KeyCode.K)) { foreach (PlayableBinding bind in director.playableAsset.outputs) { if (bind.sourceObject.GetType() == typeof(PlayableTrack)) { PlayableTrack playableTrack = (PlayableTrack)bind.sourceObject; foreach (var clip in playableTrack.GetClips()) { object clipAsset = clip.asset; if (clipAsset is PlayableAssetTest) { PlayableAssetTest test = clipAsset as PlayableAssetTest; director.SetReferenceValue(test.m_DialogContainer.exposedName, text); } } } } director.Play(); } } }
来自:https://blog.csdn.net/qq826364410/article/details/80511057
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