class in UnityEditor.Experimental.Animations
/
継承:Object
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(); } } }
currentTime | Returns the current time of the recording. |
isRecording | Returns true when the recorder is recording. |
root | The GameObject used for the recording. |
GameObjectRecorder | Create a new GameObjectRecorder. |
Bind | Binds a GameObject's property as defined by EditorCurveBinding. |
BindAll | Adds bindings for all of target's properties, and also for all the target's children if recursive is true. |
BindComponent | Adds 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. |
GetBindings | Returns an array of all the bindings added to the recorder. |
ResetRecording | Reset the recording. |
SaveToClip | Saves the recorded animation into clip. |
TakeSnapshot | Forwards the animation by dt seconds, then record the values of the added bindings. |
GetInstanceID | オブジェクトのインスタンス ID を返します |
ToString | ゲームオブジェクトの名前を返します |
Destroy | ゲームオブジェクトやコンポーネント、アセットを削除します |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | 新しいシーンを読み込んでもオブジェクトが自動で破壊されないように設定します |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | タイプから見つけたすべてのアクティブのオブジェクト配列を返します |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |