• unity之 PlayableGraph 动画应用(三)完结篇


    总述:

    Animator需要一次性的加载进去。而AnimationClipPlayable可以按需加载 需要再加载 超时卸载,可以减少内存的占用。

    角色动画特别多,常用的动画 默认加载,非 常用的 可以动态加载,设置过期时间 超时卸载。

    话不多说,直接上代码:

     1 using System.Collections.Generic;
     2 using UnityEngine;
     3 using UnityEngine.Animations;
     4 using UnityEngine.Playables;
     5 
     6 public class TestPlayable : MonoBehaviour
     7 {
     8     private Animator m_Animator;
     9     //画布
    10     private PlayableGraph m_PlayableGraph;
    11     //输出
    12     private AnimationPlayableOutput m_AnimationPlayableOutput;
    13     //动画融合
    14     private AnimationMixerPlayable m_AnimationMixerPlayable;
    15     //动画剪辑Playable列表
    16     private List<AnimationClipPlayable> m_ClipPlayableList = new List<AnimationClipPlayable>(100);
    17     [SerializeField]
    18     private AnimationClip[] m_Clips;
    19 
    20     private void Awake()
    21     {
    22         m_Animator = GetComponent<Animator>();
    23         //创建画布
    24         m_PlayableGraph = PlayableGraph.Create("testGraph");
    25         //创建输出
    26         m_AnimationPlayableOutput = AnimationPlayableOutput.Create(m_PlayableGraph, "OutPut", m_Animator);
    27     }
    28 
    29     private void Start()
    30     {
    31         CreateMixerPlayable();
    32     }
    33 
    34     private void CreateMixerPlayable()
    35     {
    36         //动画融合 有多少个动画剪辑就需要多少个动画融合
    37         m_AnimationMixerPlayable = AnimationMixerPlayable.Create(m_PlayableGraph, 100);
    38         //设置输出源
    39         m_AnimationPlayableOutput.SetSourcePlayable(m_AnimationMixerPlayable, 0);
    40     }
    41 
    42     private void Update()
    43     {
    44         if (Input.GetKeyUp(KeyCode.A))
    45         {
    46             if (m_ClipPlayableList.Count >= m_Clips.Length) return;
    47             AnimationClip clip = m_Clips[m_ClipPlayableList.Count];
    48             //创建动画剪辑
    49             AnimationClipPlayable clipPlayable = AnimationClipPlayable.Create(m_PlayableGraph, clip);
    50             //画布连接混合器 动画剪辑
    51             m_PlayableGraph.Connect(clipPlayable, 0, m_AnimationMixerPlayable, m_ClipPlayableList.Count);
    52             //权重设置0
    53             m_AnimationMixerPlayable.SetInputWeight(m_ClipPlayableList.Count, 0);
    54             m_ClipPlayableList.Add(clipPlayable);
    55         }
    56         else if (Input.GetKeyUp(KeyCode.D))
    57         {
    58             if (m_ClipPlayableList.Count > 0)
    59             {
    60                 AnimationClipPlayable clipPlayable = m_ClipPlayableList[m_ClipPlayableList.Count - 1];
    61                 m_ClipPlayableList.Remove(clipPlayable);
    62                 clipPlayable.Destroy();
    63             }
    64         }
    65         else if (Input.GetKeyUp(KeyCode.P))
    66         {
    67             Play();
    68         }
    69     }
    70 
    71     private int index = 0;
    72     private void Play()
    73     {
    74         int count = m_ClipPlayableList.Count;
    75         if (count <= 0) return;
    76         if (index >= count) index = 0;
    77         m_PlayableGraph.Play();
    78         //通过索引获取playable
    79         if (index >= m_AnimationMixerPlayable.GetInputCount()) return;
    80         Playable playable = m_AnimationMixerPlayable.GetInput(index);
    81         if (playable.IsNull()) return;
    82         playable.SetTime(0);
    83         playable.Play();
    84         for (int i = 0; i < count; i++)
    85         {
    86             if (i == index)
    87             {
    88                 //需要播放的权重设置为1
    89                 m_AnimationMixerPlayable.SetInputWeight(i, 1);
    90             }
    91             else
    92             {
    93                 //不播放的权重设置为0
    94                 m_AnimationMixerPlayable.SetInputWeight(i, 0);
    95             }
    96         }
    97         index++;
    98     }
    99 }

    按 A键 添加动画剪辑,按 D键 销毁动画剪辑、按P键播放 !效果如下:

     

     好了,以上就是PlayableGraph 动画应用,对以往的动画控制器 AnimatorController 连线 + tag标识  要简单易用的多,还带来内存性能上的优化~

     

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  • 原文地址:https://www.cnblogs.com/zhaolaosan/p/16181637.html
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