AnimationClip.SetCurve 设置曲线

public void SetCurve(string relativePath, Type type, string propertyName, AnimationCurve curve);

参数 说明
relativePath 应用给该曲线的游戏物体的路径。relativePath被格式化类似路径,如“root/spine/leftArm”。如果relativePath为空,表示动画剪辑附加的游戏物体。
type 被动画的组件的类类型
propertyName 被动画的属性的名字或路径
curve 动画曲线

描述 :

指定动画曲线来动画特定的属性。

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”.

    using UnityEngine;
    using System.Collections;

    [RequireComponent(typeof(Animation))]
    public class ExampleClass : MonoBehaviour {
        public Animation anim;
        void Start() {
            anim = GetComponent<Animation>();
            AnimationCurve curve = AnimationCurve.Linear(0, 1, 2, 3);
            AnimationClip clip = new AnimationClip();
            clip.legacy = true;
            clip.SetCurve("", typeof(Transform), "localPosition.x", curve);
            anim.AddClip(clip, "test");
            anim.Play("test");
        }
    }

Material材质属性可以使用shader输出的属性名称制作动画。通常使用的名称是: “_MainTex”, “_BumpMap”, “_Color”, “_SpecColor”, “_Emission”。如何动画化不同材质属性类型:

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”

    using UnityEngine;
    using System.Collections;

    [RequireComponent(typeof(Animation))]
    public class ExampleClass : MonoBehaviour {
        public Animation anim;
        void Start() {
            anim = GetComponent<Animation>();
            AnimationClip clip = new AnimationClip();
            clip.legacy = true;
            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));
            anim.AddClip(clip, clip.name);
            anim.Play(clip.name);
        }
    }

属性名可以通过设置资源序列化,可以在编辑器中设置强制文本模式进行查找。该文本文件由编辑器写入,将包含属性名。例如,yaml文件写入的场景对象将包含相机设置。看下面的yaml文件。

m_BackGroundColor: {r: .192156866, g: .301960796, b: .474509805, a: .0196078438}
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: .300000012
far clip plane: 1000
field of view: 60
orthographic: 0
orthographic size: 5
m_Depth: -1

这个显示FOV参数的名为field of view。如果你想要创建一个动画剪辑来动画相机的field of view,你应该传递field of view作为参数。

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