AnimationMode is used by the AnimationWindow to store properties modified by the AnimationClip playback.
When exiting AnimationMode all properties are reverted to their
default state. Animated properties are also highlighted by the inspector. Use
StartAnimationMode to enter animation mode. In Animation mode the
editor is tinted to show that it is animating. Properties can be animated via
SampleAnimationClip.
The following script example shows how a GameObject can be animated. AnimationMode has
functions which support this. The demo can be launched from the "Examples/AnimationMode demo"
menu. Once this demo starts it requires a GameObject to be selected in the Scene window.
(This example requires the game to not be running in the Game view.) After a
GameObject has been selected the example window will change. Choose a created animation clip
for the chosen GameObject. Once the animation clip has been loaded the
animation can be applied to the GameObject. Clicking the Animate button adds a slider to the
window. Using the slider will apply the animation to the selected GameObject. The Lock
button prevents the animation to be applied to a different GameObject.
using UnityEngine; using UnityEditor;
public class ExampleClass : EditorWindow { protected GameObject go; protected AnimationClip animationClip; protected float time = 0.0f; protected bool lockSelection = false; protected bool animationMode = false;
[MenuItem("Examples/AnimationMode demo", false, 2000)] public static void DoWindow() { var window = GetWindowWithRect<ExampleClass>(new Rect(0, 0, 300, 80)); window.Show(); }
// Has a GameObject been selection? public void OnSelectionChange() { if (!lockSelection) { go = Selection.activeGameObject; Repaint(); } }
// Main editor window public void OnGUI() { // Wait for user to select a GameObject if (go == null) { EditorGUILayout.HelpBox("Please select a GameObject", MessageType.Info); return; }
// Animate and Lock buttons. Check if Animate has changed GUILayout.BeginHorizontal(); EditorGUI.BeginChangeCheck(); GUILayout.Toggle(AnimationMode.InAnimationMode(), "Animate"); if (EditorGUI.EndChangeCheck()) ToggleAnimationMode();
GUILayout.FlexibleSpace(); lockSelection = GUILayout.Toggle(lockSelection, "Lock"); GUILayout.EndHorizontal();
// Slider to use when Animate has been ticked EditorGUILayout.BeginVertical(); animationClip = EditorGUILayout.ObjectField(animationClip, typeof(AnimationClip), false) as AnimationClip; if (animationClip != null) { float startTime = 0.0f; float stopTime = animationClip.length; time = EditorGUILayout.Slider(time, startTime, stopTime); } else if (AnimationMode.InAnimationMode()) AnimationMode.StopAnimationMode(); EditorGUILayout.EndVertical(); }
void Update() { if (go == null) return;
if (animationClip == null) return;
// There is a bug in AnimationMode.SampleAnimationClip which crashes // Unity if there is no valid controller attached Animator animator = go.GetComponent<Animator>(); if (animator != null && animator.runtimeAnimatorController == null) return;
// Animate the GameObject if (!EditorApplication.isPlaying && AnimationMode.InAnimationMode()) { AnimationMode.BeginSampling(); AnimationMode.SampleAnimationClip(go, animationClip, time); AnimationMode.EndSampling();
SceneView.RepaintAll(); } }
void ToggleAnimationMode() { if (AnimationMode.InAnimationMode()) AnimationMode.StopAnimationMode(); else AnimationMode.StartAnimationMode(); } }
animatedPropertyColor | この色はプロパティーが現在再生されていると判断させるために使用します。 |
AddPropertyModification | Marks a property as currently being animated. |
BeginSampling | Initialise the start of the animation clip sampling. |
EndSampling | Finish the sampling of the animation clip. |
InAnimationMode | Are we currently in AnimationMode? |
IsPropertyAnimated | 現在アニメーションモードで特定のプロパティーがアニメーションをしているかどうか |
SampleAnimationClip | Samples an AnimationClip on the object and also records any modified properties in AnimationMode. |
StartAnimationMode | アニメーションモードを開始します。 |
StopAnimationMode | アニメーションモードが停止するとアニメーションモードでアニメーションしていたすべてのプロパティーが基に戻ります。 |