Version: 2023.2
言語: 日本語

KeyframeConstructor

マニュアルに切り替える
public Keyframe (float time, float value);

説明

キーフレームの作成

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); } }

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

説明

キーフレームの作成

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), 90, 90); } anim = new AnimationCurve(ks); }

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

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

説明

キーフレームの作成

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), 0, 0, 0, 0); } anim = new AnimationCurve(ks); }

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