layerIndex | The layer index. |
mask | The AvatarMask used to create the new LayerMask. |
Sets the mask for the current layer.
This function generates a layer mask from the specified AvatarMask, and applies it to the specified Layer index. If you change the AvatarMask, you need to call this function again to update the layer mask.
#pragma strict public class LayerMixerPlayable extends MonoBehaviour { public var clip1: AnimationClip; public var clip2: AnimationClip; public var leftShoulder: Transform; var m_Graph: PlayableGraph; var m_Mixer: AnimationLayerMixerPlayable; public var mixLevel: float = 0.5f; var mask: AvatarMask; public function Start() { var animator: Animator = GetComponent.<Animator>(); mask = new AvatarMask(); mask.AddTransformPath(leftShoulder, true); m_Graph = PlayableGraph.Create(); var playableOutput: var = AnimationPlayableOutput.Create(m_Graph, "LayerMixer", animator); playableOutput.SetSourcePlayable(m_Mixer); // Create two clip playables var clipPlayable1: var = AnimationClipPlayable.Create(m_Graph, clip1); var clipPlayable2: var = AnimationClipPlayable.Create(m_Graph, clip2); // Create mixer playable m_Mixer = AnimationLayerMixerPlayable.Create(m_Graph, 2); // Create two layers, second is setup to override the first layer and affect only left shoulder and childs m_Mixer.ConnectInput(0, clipPlayable1, 0, 1.0f); m_Mixer.ConnectInput(1, clipPlayable2, 0, mixLevel); m_Mixer.SetLayerMaskFromAvatarMask(1, mask); m_Graph.Play(); } public function Update() { m_Mixer.SetInputWeight(1, mixLevel); } public function OnDestroy() { m_Graph.Destroy(); } }
using System.Collections.Generic; using UnityEngine;
using UnityEngine.Playables; using UnityEngine.Animations;
public class LayerMixerPlayable : MonoBehaviour { public AnimationClip clip1; public AnimationClip clip2; public Transform leftShoulder;
PlayableGraph m_Graph; AnimationLayerMixerPlayable m_Mixer;
public float mixLevel = 0.5f;
AvatarMask mask;
public void Start() { Animator animator = GetComponent<Animator>();
mask = new AvatarMask(); mask.AddTransformPath(leftShoulder, true);
m_Graph = PlayableGraph.Create(); var playableOutput = AnimationPlayableOutput.Create(m_Graph, "LayerMixer", animator); playableOutput.SetSourcePlayable(m_Mixer);
// Create two clip playables var clipPlayable1 = AnimationClipPlayable.Create(m_Graph, clip1); var clipPlayable2 = AnimationClipPlayable.Create(m_Graph, clip2);
// Create mixer playable m_Mixer = AnimationLayerMixerPlayable.Create(m_Graph, 2);
// Create two layers, second is setup to override the first layer and affect only left shoulder and childs m_Mixer.ConnectInput(0, clipPlayable1, 0, 1.0f); m_Mixer.ConnectInput(1, clipPlayable2, 0, mixLevel);
m_Mixer.SetLayerMaskFromAvatarMask(1, mask);
m_Graph.Play(); }
public void Update() { m_Mixer.SetInputWeight(1, mixLevel); }
public void OnDestroy() { m_Graph.Destroy(); } }