Experimental: this API is experimental and might be changed or removed in the future.

GameObjectRecorder

class in UnityEditor.Experimental.Animations

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Hereda de:Object

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Descripción

Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.

This class binds GameObject properties, records their values as they change in the running Scene, and saves the result in an AnimationClip. The recorded GameObject is called root in the class, and you can also bind the properties of any child of root.

See the following code example on how this class can be implemented and to set what gets recorded.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Experimental.Animations;

public class RecordTransformHierarchy : MonoBehaviour { public AnimationClip clip; public bool record = false;

private GameObjectRecorder m_Recorder;

void Start() { m_Recorder = new GameObjectRecorder(); m_Recorder.root = gameObject;

m_Recorder.BindComponent<Transform>(gameObject, true); }

void LateUpdate() { if (clip == null) return;

if (record) { m_Recorder.TakeSnapshot(Time.deltaTime); } else if (m_Recorder.isRecording) { m_Recorder.SaveToClip(clip); m_Recorder.ResetRecording(); } } }

Variables

currentTimeReturns the current time of the recording.
isRecordingReturns true when the recorder is recording.
rootThe GameObject used for the recording.

Constructores

GameObjectRecorderCreate a new GameObjectRecorder.

Funciones Públicas

BindBinds a GameObject's property as defined by EditorCurveBinding.
BindAllAdds bindings for all of target's properties, and also for all the target's children if recursive is true.
BindComponentAdds bindings for all the properties of the first component of type T found in target, and also for all the target's children if recursive is true.
GetBindingsReturns an array of all the bindings added to the recorder.
ResetRecordingReset the recording.
SaveToClipSaves the recorded animation into clip.
TakeSnapshotForwards the animation by dt seconds, then record the values of the added bindings.

Miembros heredados

Variables

hideFlags¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario?
nameEl nombre del objeto.

Funciones Públicas

GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the GameObject.

Funciones Estáticas

DestroyElimina un gameobject, componente o asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadHace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeDevuelve una lista de todos los objetos activos cargados de tipo type.
InstantiateClona el objeto original y devuelve el clon.

Operadores

bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.