• UnityEngine中Animator相关类的说明


    ----------------------------------------------------------------------

    Animator

    这个单独写,比较多

    AnimationClip 
    有个SampleAnimation,可以让Go采样到某个动画时间(直接设置那个时间的姿势)
    有个只读的frameRate,帧率,采样频率(暂时不知道有什么应用)

    AnimatorClipInfo
    只包含AnimationClip和权重信息

    AnimationClipPair
    包含原始clip和目标clip,暂时不知道有什么用

    AnimatorControllerParameter
    貌似就是用来控制动画改变条件的
    --------------------------------------------------------------------
    AnimatorOverrideController
    动态替换状态用,不重启动画状态机
    AnimatorOverrideController is used to override clips from a controller to specialize some animations for a given avatar.Swapping Animator.runtimeAnimatorController with an AnimatorOverrideController based on the same AnimatorController at runtime doesn't reset state machine's current state.

    代码
    Animator animator = GetComponent<Animator>();
    AnimatorOverrideController overrideController = new AnimatorOverrideController();
    animator.runtimeAnimatorController = overrideController;
    --------------------------------------------------------------------
    AnimatorStateInfo
    可以通过Animator获取


    AnimatorTransitionInfo
    可以通过Animator获取
    --------------------------------------------------------------------
    AnimatorUtility
    里面有重要方法
    public static void OptimizeTransformHierarchy(GameObject go, string[] exposedTransforms);

    This function will remove all transform hierarchy under GameObject, the animator will write directly 

    transform matrices into the skin mesh matrices saving alot of CPU cycles.

    第一个方法会把骨骼transform去掉,参数exposedTransforms是保留的骨骼transform名称,被保留的每个transform
    会直接绑定到当前gameobject下

    public static void DeoptimizeTransformHierarchy(GameObject go);
    与第一个函数功能相反,恢复原样

    这两个函数的调用都会引起Animator重建
    A call to this function at runtime will re-initialize the animator.
    --------------------------------------------------------------------

    AnimationCurve 代码修改动画曲线时用,貌似很少用手动修改动画曲线
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  • 原文地址:https://www.cnblogs.com/nafio/p/9137356.html
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