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AnimationClipPlayableを使いまわす
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Playables; | |
using UnityEngine.Animations; | |
using UnityEngine.Profiling; | |
public class LoopSomeAnimations : MonoBehaviour | |
{ | |
[SerializeField] AnimationClip[] clips = null; | |
[SerializeField] float transitionTime = 0.3f; | |
PlayableGraph graph; | |
AnimationMixerPlayable mixer; | |
AnimationClipPlayable prePlayable, currentPlayable; | |
void Awake () | |
{ | |
graph = PlayableGraph.Create (); | |
} | |
void Start () | |
{ | |
// AnimationClipをMixerに登録 | |
currentPlayable = AnimationClipPlayable.Create (graph, clips [0]); | |
mixer = AnimationMixerPlayable.Create (graph, 2, true); | |
mixer.ConnectInput (0, currentPlayable, 0); | |
mixer.SetInputWeight (0, 1); | |
// outputにmixerとanimatorを登録して、再生 | |
var output = AnimationPlayableOutput.Create (graph, "output", GetComponent<Animator> ()); | |
output.SetSourcePlayable (mixer); | |
graph.Play (); | |
StartCoroutine (PlayAnimations ()); | |
} | |
IEnumerator PlayAnimations () | |
{ | |
for (int i = 1; i < clips.Length; i++) { | |
// アニメーションの時間だけ待つ | |
yield return new WaitForSeconds (clips[i-1].length - transitionTime); | |
// ClipPlayableを上書きは出来ない為、一旦mixerの1番と2番を一旦アンロード | |
graph.Disconnect (mixer, 0); | |
graph.Disconnect (mixer, 1); | |
// 古いアニメーションを破棄し、次に再生するアニメーションを登録する | |
if( prePlayable.IsValid()) | |
prePlayable.Destroy (); | |
prePlayable = currentPlayable; | |
currentPlayable = AnimationClipPlayable.Create (graph, clips [i]); | |
mixer.ConnectInput (1, prePlayable, 0); | |
mixer.ConnectInput (0, currentPlayable, 0); | |
// 指定時間でアニメーションをブレンド | |
float waitTime = Time.timeSinceLevelLoad + transitionTime; | |
yield return new WaitWhile (() => { | |
var diff = waitTime - Time.timeSinceLevelLoad; | |
if (diff <= 0) { | |
mixer.SetInputWeight (1, 0); | |
mixer.SetInputWeight (0, 1); | |
return false; | |
} else { | |
var rate = Mathf.Clamp01 (diff / transitionTime); | |
mixer.SetInputWeight (1, rate); | |
mixer.SetInputWeight (0, 1 - rate); | |
return true; | |
} | |
}); | |
} | |
} | |
void OnDestroy () | |
{ | |
graph.Destroy (); | |
} | |
} |
Author
tsubaki
commented
Jul 29, 2017
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