キーフレームの作成
// Make a GameObject follow a Sinus 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,Mathf.Sin(i));
anim = AnimationCurve(ks); }
function Update() { transform.position = Vector3(Time.time,anim.Evaluate(Time.time),0); }
using UnityEngine; using System.Collections;
public class ExampleClass : 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, Mathf.Sin(i)); i++; } anim = new AnimationCurve(ks); } void Update() { transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0); } }
キーフレームの作成
// Make a GameObject follow a Sinus function // Over the X and Y axis with vertical tangents.
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,Mathf.Sin(i),90,90); } anim = AnimationCurve(ks); }
function Update() { transform.position = Vector3(Time.time,anim.Evaluate(Time.time),0); }
using UnityEngine; using System.Collections;
public class ExampleClass : 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, Mathf.Sin(i), 90, 90); i++; } anim = new AnimationCurve(ks); } void Update() { transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0); } }