All keys defined in the animation curve.
This lets you clear, add or remove any keys from the array. If keys are not sorted by time, they will be automatically sorted on assignment.
Note that the array is "by value", i.e. getting keys returns a copy of all keys and setting keys copies them into the curve.
See Also: Keyframe struct, AddKey, RemoveKey functions.
// Make a GameObject follow a Cuadratic function
// Over the X and Y axis.
private var anim : AnimationCurve;
private var ks : Keyframe[];
function Start() {
ks = new Keyframe[50];
for(var i = 0; i < ks.Length ; i++){
ks[i] = Keyframe(i,i*i);
}
anim = new AnimationCurve(ks);
}
function Update() {
transform.position = Vector3(Time.time,anim.Evaluate(Time.time),0);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
private AnimationCurve anim;
private Keyframe[] ks;
void Start() {
ks = new Keyframe[50];
int i = 0;
while (i < ks.Length) {
ks[i] = new Keyframe(i, i * i);
i++;
}
anim = new AnimationCurve(ks);
}
void Update() {
transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
private anim as AnimationCurve
private ks as (Keyframe)
def Start():
ks = array[of Keyframe](50)
i as int = 0
while i < ks.Length:
ks[i] = Keyframe(i, (i * i))
i++
anim = AnimationCurve(*ks)
def Update():
transform.position = Vector3(Time.time, anim.Evaluate(Time.time), 0)