Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

PropertySceneHandle

struct in UnityEngine.Experimental.Animations

/

Implemented in:UnityEngine.AnimationModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Handle for a Component property on an object in the Scene.

using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;

using UnityEngine.Experimental.Animations;

public struct PropertySceneHandleJob : IAnimationJob { public PropertySceneHandle handleR; public PropertySceneHandle handleG; public PropertySceneHandle handleB; public Color color;

public void ProcessRootMotion(AnimationStream stream) { }

public void ProcessAnimation(AnimationStream stream) { // Set the new light color. handleR.SetFloat(stream, color.r); handleG.SetFloat(stream, color.g); handleB.SetFloat(stream, color.b); } }

[RequireComponent(typeof(Animator))] [RequireComponent(typeof(Light))] public class PropertySceneHandleExample : MonoBehaviour { public Light sceneLight; public Color color = Color.white;

PlayableGraph m_Graph; AnimationScriptPlayable m_AnimationScriptPlayable;

void Start() { if (sceneLight == null) return;

var animator = GetComponent<Animator>();

m_Graph = PlayableGraph.Create("PropertySceneHandleExample"); var output = AnimationPlayableOutput.Create(m_Graph, "output", animator);

var animationJob = new PropertySceneHandleJob(); animationJob.handleR = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.r"); animationJob.handleG = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.g"); animationJob.handleB = animator.BindSceneProperty(sceneLight.transform, typeof(Light), "m_Color.b"); m_AnimationScriptPlayable = AnimationScriptPlayable.Create(m_Graph, animationJob);

output.SetSourcePlayable(m_AnimationScriptPlayable); m_Graph.Play(); }

void Update() { if (sceneLight == null) return;

var animationJob = m_AnimationScriptPlayable.GetJobData<PropertySceneHandleJob>(); animationJob.color = color; m_AnimationScriptPlayable.SetJobData(animationJob); }

void OnDisable() { if (sceneLight == null) return;

m_Graph.Destroy(); } }

Public Methods

GetBoolGets the boolean property value from an object in the Scene.
GetFloatGets the float property value from an object in the Scene.
GetIntGets the integer property value from an object in the Scene.
IsResolvedReturns whether or not the handle is resolved.
IsValidReturns whether or not the handle is valid.
ResolveResolves the handle.
SetBoolSets the boolean property value to an object in the Scene.
SetFloatSets the float property value to an object in the Scene.
SetIntSets the integer property value to an object in the Scene.

Did you find this page useful? Please give it a rating: