Created
January 11, 2015 05:00
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using UnityEngine; | |
using System.Collections; | |
public class AnimationPra : MonoBehaviour { | |
// Use this for initialization | |
void Start () { | |
//1つめのアニメーションクリップ | |
AnimationClip clipA = new AnimationClip (); | |
AnimationCurve curveA = AnimationCurve.Linear (0f, 3f, 3f, 3f); | |
Keyframe keyA = new Keyframe (1.5f, 10f); | |
curveA.AddKey (keyA); | |
clipA.SetCurve ("", typeof(Transform), "localPosition.z", curveA); | |
clipA.wrapMode = WrapMode.Loop; | |
animation.AddClip (clipA, "anim1"); | |
//2つめのアニメーションクリップ | |
AnimationClip clipB = new AnimationClip (); | |
AnimationCurve curveB = AnimationCurve.Linear (0f, 3f, 3f, 3f); | |
Keyframe key1 = new Keyframe (0.75f, 7f); | |
curveB.AddKey(key1); | |
Keyframe key2 = new Keyframe (1.5f, 3f); | |
curveB.AddKey(key2); | |
Keyframe key3 = new Keyframe (2.25f, 7f); | |
curveB.AddKey (key3); | |
clipB.SetCurve ("", typeof(Transform), "localPosition.z", curveB); | |
clipB.wrapMode = WrapMode.Loop; | |
animation.AddClip (clipB, "anim2"); | |
animation.Play ("anim1"); | |
} | |
// Update is called once per frame | |
void Update () { | |
transform.Rotate (1f, 1f, 1f); | |
if (Input.GetKeyDown(KeyCode.Space)) { | |
//<<Animation>>.IsPlaying(アニメーション名) 引数のアニメーションクリップが今再生中かどうかを取得 | |
//(<<Animation>>.isPlaying:アニメーションが再生中かどうかを取得) | |
if(animation.IsPlaying("anim1")){ | |
//<<Animation>>.PlayQueured(アニメーション名,<<QueueMode>> | |
//QueueMode: PlayNow ただちに再生 | |
//CompleteOthers: 他のアニメーションが終了したら再生 | |
//animation.PlayQueued("anim2",QueueMode.PlayNow); | |
animation.CrossFade ("anim2", 5.0f); | |
}else{ | |
//animation.PlayQueued("anim1",QueueMode.PlayNow); | |
//<<Animation>>.CrossFade(アニメーション名,経過時間); 経過時間をかけてアニメーションを切り替える | |
animation.CrossFade ("anim1", 5.0f); | |
} | |
} | |
// if (Input.GetKeyDown (KeyCode.Space)) { | |
// animation.Stop(); | |
// } | |
} | |
} |
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