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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