Handle to read a Component property on an object in the Scene.
PropertySceneHandle are read-only.
using UnityEngine; using UnityEngine.Playables; using UnityEngine.Animations;
public struct PropertySceneHandleJob : IAnimationJob { public PropertySceneHandle handleR; public PropertySceneHandle handleG; public PropertySceneHandle handleB;
public void ProcessRootMotion(AnimationStream stream) { }
public void ProcessAnimation(AnimationStream stream) { // Log the light color. var r = handleR.GetFloat(stream); var g = handleG.GetFloat(stream); var b = handleB.GetFloat(stream); Debug.LogFormat("Light color: (R: {0}, G: {1}, B: {2})", r, g, b); } }
[RequireComponent(typeof(Animator))] [RequireComponent(typeof(Light))] public class PropertySceneHandleExample : MonoBehaviour { public Light sceneLight;
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 OnDisable() { if (sceneLight == null) return;
m_Graph.Destroy(); } }
See Also: AnimatorJobExtensions.BindSceneProperty, TransformSceneHandle, PropertyStreamHandle, and TransformStreamHandle.
GetBool | Gets the boolean property value from an object in the Scene. |
GetFloat | Gets the float property value from an object in the Scene. |
GetInt | Gets the integer property value from an object in the Scene. |
IsResolved | Returns whether or not the handle is resolved. |
IsValid | Returns whether or not the handle is valid. |
Resolve | Resolves the handle. |
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