Keyframe Constructor

Declaration

public Keyframe(float time, float value);

Parameters

time Keyframe.time of the Keyframe.
value Keyframe.value of the Keyframe.

Description

Creates a keyframe with a Keyframe.weightedMode defaulting to WeightedMode.None.

using UnityEngine;

public class Example : MonoBehaviour { // Make a GameObject follow a sine function. // Over the X and Y axis.

AnimationCurve anim; Keyframe[] ks;

void Start() { ks = new Keyframe[50]; for (var i = 0; i < ks.Length; i++) { ks[i] = new Keyframe(i, Mathf.Sin(i)); } anim = new AnimationCurve(ks); }

void Update() { transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0); } }

Declaration

public Keyframe(float time, float value, float inTangent, float outTangent);

Parameters

time Keyframe.time of the Keyframe.
value Keyframe.value of the Keyframe.
inTangent Keyframe.inTangent value for this Keyframe.
outTangent Keyframe.outTangent value for this Keyframe.

Description

Creates a keyframe with a Keyframe.weightedMode defaulting to WeightedMode.None.

using UnityEngine;

public class Example : MonoBehaviour { // Make a GameObject follow a sine function. // Over the X and Y axis.

AnimationCurve anim; Keyframe[] ks;

void Start() { ks = new Keyframe[50]; for (var i = 0; i < ks.Length; i++) { ks[i] = new Keyframe(i, Mathf.Sin(i), 90f, 90f); } anim = new AnimationCurve(ks); }

void Update() { transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0); } }

Declaration

public Keyframe(float time, float value, float inTangent, float outTangent, float inWeight, float outWeight);

Parameters

time Keyframe.time of the Keyframe.
value Keyframe.value of the Keyframe.
inTangent Keyframe.inTangent value for this Keyframe.
outTangent Keyframe.outTangent value for this Keyframe.
inWeight Keyframe.inWeight value for this Keyframe.
outWeight Keyframe.outWeight value for this Keyframe.

Description

Creates a keyframe with a Keyframe.weightedMode defaulting to WeightedMode.Both.

using UnityEngine;

public class Example : MonoBehaviour { // Make a GameObject follow a sine function. // Over the X and Y axis.

AnimationCurve anim; Keyframe[] ks;

void Start() { ks = new Keyframe[50]; for (var i = 0; i < ks.Length; i++) { ks[i] = new Keyframe(i, Mathf.Sin(i), 0f, 0f, 0f, 0f); } anim = new AnimationCurve(ks); }

void Update() { transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0f); } }

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