unity animation readonly 无法加事件?
目前找到的解决方案是用代码加Event:
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using
System.Collections;
using
System.Collections.Generic;
using
UnityEngine;
public
class
NewBehaviourScript : MonoBehaviour {
public
bool
b =
false
;
public
bool
b1 =
true
;
public
AnimationEvent mEvent;
// Use this for initialization
void
Start () {
Animation a =
this
.GetComponent<Animation>();
int
count = a.GetClipCount();
foreach
(AnimationState state
in
a)
{
Debug.Log(
"AnimationState:"
+ state.name);
}
mEvent =
new
AnimationEvent();
mEvent.functionName =
"Skill_01"
;
mEvent.time = 5.0f;
//0.18f;
a.clip.AddEvent(mEvent);
a.Play();
Debug.Log(
"clip:"
+ a.clip.name);
Debug.Log(
"count:"
+ count.ToString());
}
public
void
Skill_01()
{
Debug.Log(
"Skill_01 Run!"
);
}
// Update is called once per frame
void
Update () {
if
(b && b1)
{
b1 =
false
;
Animation a =
this
.GetComponent<Animation>();
//a.CrossFade("eat", 4.0f);
//a.CrossFade("eat"); //like play
a.Play(
"eat"
);
}
}
}
|
注意time不能超过动画的长度,否则会等这个时间
本文转自jiahuafu博客园博客,原文链接http://www.cnblogs.com/jiahuafu/p/6829743.html如需转载请自行联系原作者
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